約 111,130 件
https://w.atwiki.jp/ketpic/pages/90.html
Projpers(( sequence of PD3 or MS) make sequence of PD2 or MS by perspective projection.
https://w.atwiki.jp/ws_wiki/pages/6944.html
テンガク【登録タグ ID PD 下田麻美 楽曲の名前】 autolink PD/S22-T07 PD/S22-022 カード名:天樂 カテゴリ:クライマックス 色:黄 トリガー:2 【自】このカードが手札からクライマックス置き場に置かれた時、あなたは1枚引き、自分のキャラを1枚選び、そのターン中、パワーを+2000し、ソウルを+1。 TD:今 咲き誇る狂色の葉が世界を飾る CR:そうして何も始まらないまま 朽ちて腐り行く人を 屍を 超えて RRR:目が眩むほど美しい 泡沫に揺れた音で貫いて 天樂を レアリティ:TD CR RRR illust. Module Design:melou 13/03/04 今日のカード。 ・対応キャラ カード名 レベル/コスト スペック 色 鏡音リン“桜月” 2/2 7500/2/1 黄
https://w.atwiki.jp/directx/pages/40.html
フォン鏡面反射はプラスチックのような材質を表現するのに適していました。 金属のような材質はクック・トランス金属反射を使います。 HLSL.cpp #include d3dx9.h #include string #define WINDOW_WIDTH 640 //ウインドウの幅 #define WINDOW_HEIGHT 480 //ウインドウの高さ #define SAFE_RELEASE(x) if(x){x- Release();} #define vec3 D3DXVECTOR3 using namespace std; LPDIRECT3D9 g_pD3D = NULL;//Direct3D9 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//レンダリングデバイス LPD3DXEFFECT m_pEffect; // ★シェーダ D3DXHANDLE m_hTechnique;// ★テクニック D3DXHANDLE m_hmWVP; // ★ワールド~射影行列 D3DXHANDLE m_hvLightDir; D3DXHANDLE m_hvColor; D3DXHANDLE m_hvEyePos; LPDIRECT3DVERTEXDECLARATION9 m_pDecl; // 頂点宣言 struct VECTOR3D { vec3 Pos; vec3 Size; vec3 Angle; }; class MODEL{ public LPD3DXMESH Mesh;//メッシュ D3DMATERIAL9* Material;//マテリアル LPDIRECT3DTEXTURE9* Texture;//テクスチャ DWORD PartsNumber;//マテリアル数 VECTOR3D Local; void LoadXFile(string); void XFileDraw(); }; //Xファイル描画 void MODEL XFileDraw() { D3DXMATRIXA16 m,matWorld,matView,matScale,matRotation,matProj,matPosition[4],matPos; D3DXMatrixIdentity( matWorld); D3DXMatrixScaling( matScale,Local.Size.x,Local.Size.y,Local.Size.z); D3DXMatrixMultiply( matWorld, matWorld, matScale); //ワールドトランスフォーム(絶対座標変換) D3DXMatrixIdentity( matRotation); D3DXMatrixRotationY( matRotation, Local.Angle.y ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationX( matRotation, Local.Angle.x ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationZ( matRotation, Local.Angle.z ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixTranslation( matPos,Local.Pos.x,Local.Pos.y,Local.Pos.z); D3DXMatrixMultiply( matWorld, matWorld, matPos); // ビュートランスフォーム(視点座標変換) D3DXVECTOR3 vecEyePt( 0.0f, 7.0f,-3.5f ); //カメラ(視点)位置 D3DXVECTOR3 vecLookatPt( 0.0f, 0.0f, 0.0f );//注視位置 D3DXVECTOR3 vecUpVec( 0.0f, 1.0f, 0.0f );//上方位置 D3DXMatrixLookAtLH( matView, vecEyePt, vecLookatPt, vecUpVec ); // プロジェクショントランスフォーム(射影変換) D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); m = (matWorld * matView * matProj); m_pEffect- SetMatrix( m_hmWVP, m ); D3DXVECTOR4 v; //light D3DXVECTOR4 light_pos = D3DXVECTOR4(-0.577f,-0.577f,-0.577f,0); D3DXMatrixInverse( m,NULL, matWorld); D3DXVec4Transform( v, light_pos, m); D3DXVec3Normalize((D3DXVECTOR3 *) v,(D3DXVECTOR3 *) v);// 正規化 v.w = -0.3f;// 環境光の強さ m_pEffect- SetVector(m_hvLightDir, v); // 視点 m = matWorld * matView; D3DXMatrixInverse( m, NULL, m); v = D3DXVECTOR4( 0, 0, 0, 1); D3DXVec4Transform( v, v, m ); m_pEffect- SetVector( m_hvEyePos, v ); //------------------------------------------------- // ★シェーダの設定 //------------------------------------------------- m_pEffect- SetTechnique( m_hTechnique ); m_pEffect- Begin( NULL, 0 ); m_pEffect- BeginPass( 0 ); g_pd3dDevice- SetFVF( D3DFVF_XYZ | D3DFVF_NORMAL); m_pEffect- SetTexture( Tex , Texture[0]); //------------------------------------------------- // 描画 //------------------------------------------------- g_pd3dDevice- SetVertexDeclaration( m_pDecl ); D3DMATERIAL9 *pMtrl = Material[0]; for( DWORD i=0; i PartsNumber; i++ ) { v.x=pMtrl- Diffuse.r/1.3f; v.y=pMtrl- Diffuse.g/1.3f; v.z=pMtrl- Diffuse.b/1.3f; m_pEffect- SetVector( m_hvColor, v ); g_pd3dDevice- SetTexture( 0,Texture[i] ); Mesh- DrawSubset( i ); pMtrl++; } m_pEffect- EndPass(); m_pEffect- End(); } //Xファイル読み込み void MODEL LoadXFile(string FileName) { // Xファイルからメッシュをロードする LPD3DXBUFFER pD3DXMtrlBuffer = NULL; D3DXLoadMeshFromXA( FileName.c_str(), D3DXMESH_SYSTEMMEM,g_pd3dDevice, NULL, pD3DXMtrlBuffer, NULL, PartsNumber, Mesh); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer- GetBufferPointer(); Material = new D3DMATERIAL9[PartsNumber]; Texture = new LPDIRECT3DTEXTURE9[PartsNumber]; for( DWORD i=0; i PartsNumber; i++ ) { Material[i] = d3dxMaterials[i].MatD3D; Material[i].Ambient = Material[i].Diffuse; Texture[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL lstrlenA(d3dxMaterials[i].pTextureFilename) 0) { D3DXCreateTextureFromFileA(g_pd3dDevice,d3dxMaterials[i].pTextureFilename, Texture[i]); } } pD3DXMtrlBuffer- Release(); } MODEL Model[2];//モデル用 HWND hwnd; HRESULT Init() { HRESULT hr; // ★シェーダの読み込み LPD3DXBUFFER pErr=NULL; if( FAILED( hr = D3DXCreateEffectFromFileA( g_pd3dDevice, hlsl.fx , NULL, NULL, 0 , NULL, m_pEffect, pErr ))){ // シェーダの読み込みの失敗 MessageBoxA( NULL, (LPCSTR)pErr- GetBufferPointer() , ERROR , MB_OK); }else{ m_hTechnique = m_pEffect- GetTechniqueByName( TShader ); m_hmWVP = m_pEffect- GetParameterByName( NULL, mWVP ); m_hvLightDir = m_pEffect- GetParameterByName( NULL, vLightDir ); m_hvColor = m_pEffect- GetParameterByName( NULL, vColor ); m_hvEyePos = m_pEffect- GetParameterByName( NULL, vEyePos ); } SAFE_RELEASE(pErr); return true; } void FrameUpDate() { Model[0].Local.Pos=vec3(0.0f,0.0f,0.0f); Model[0].Local.Angle=vec3(0.5f,timeGetTime()/10000.0f,0.0f); Model[0].Local.Size=vec3(1.0f,1.0f,1.0f); Model[1].Local.Pos=vec3(0.0f,0.0f,3.0f); Model[1].Local.Angle=vec3(0.5f,timeGetTime()/300.0f,0.0f); Model[1].Local.Size=vec3(1.0f,1.0f,1.0f); } void ScreenDraw() { // 画面をクリアする g_pd3dDevice- Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); //シーンの開始 if(SUCCEEDED(g_pd3dDevice- BeginScene())) { Model[0].XFileDraw(); Model[1].XFileDraw(); //シーンの終了 g_pd3dDevice- EndScene(); } //バックバッファを表画面に反映させる g_pd3dDevice- Present( NULL, NULL, NULL, NULL ); } void GetFPS() { FrameUpDate(); ScreenDraw(); Sleep(16); } DWORD WINAPI MainLoop(LPVOID vdParam) { while(TRUE){ GetFPS(); } return 0; } HRESULT InitD3D( HWND hWnd ) { if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))){return E_FAIL;} D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3dpp.hDeviceWindow = hWnd; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ; if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ return(E_FAIL); } } // Xファイルからメッシュをロードする Model[0].LoadXFile( land.x ); Model[1].LoadXFile( ufo.x ); Init(); return S_OK; } LRESULT CALLBACK MsgProc(HWND hwnd , UINT msg , WPARAM wp , LPARAM lp) { switch (msg) { case WM_DESTROY PostQuitMessage(0); return 0; } return DefWindowProc(hwnd , msg , wp , lp); } int WINAPI WinMain(HINSTANCE hInstance , HINSTANCE hPrevInstance ,PSTR lpCmdLine , int nCmdShow ) { MSG msg; DWORD dwID; WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L Window1 , NULL }; RegisterClassEx( wc ); RECT rect; SetRect( rect,0,0,WINDOW_WIDTH,WINDOW_HEIGHT); AdjustWindowRect( rect, WS_OVERLAPPEDWINDOW, FALSE); SetRect( rect,0,0,rect.right-rect.left,rect.bottom-rect.top); hwnd = CreateWindow( L Window1 , L HLSL , WS_OVERLAPPEDWINDOW ~WS_THICKFRAME ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, rect.right, rect.bottom, NULL, NULL, wc.hInstance, NULL ); if (hwnd == NULL) return 0; timeBeginPeriod(1); if(SUCCEEDED(InitD3D(hwnd))){ ShowWindow(hwnd,SW_SHOWDEFAULT); UpdateWindow(hwnd); CreateThread(NULL , 0 , MainLoop , (LPVOID)hwnd , 0 , dwID); while (GetMessage( msg , NULL , 0 , 0 )) { TranslateMessage( msg); DispatchMessage( msg); } } UnregisterClass(L Window1 ,wc.hInstance); timeEndPeriod(1); SAFE_RELEASE( m_pEffect ); // シェーダ SAFE_RELEASE( m_pDecl ); // 頂点宣言 SAFE_RELEASE(g_pd3dDevice); SAFE_RELEASE(g_pD3D); return 0; } hlsl.fx //グローバル変数 float4x4 mWVP;//ローカルから射影空間への座標変換 //テクスチャ texture Tex; sampler Samp = sampler_state { Texture = Tex ; MinFilter =LINEAR; MagFilter =LINEAR; MipFilter =NONE; AddressU =Clamp; AddressV =Clamp; }; float4 vLightDir; // ライトの方向 float4 vColor; // ライト*メッシュの色 float3 vEyePos; //カメラの位置 // 光の強さ float4 I_a = { 0.3f, 0.3f, 0.3f, 0.0f }; // ambient float4 I_d = { 0.7f, 0.7f, 0.7f, 0.0f }; // diffuse // 反射率 float4 k_a = { 1.0f, 1.0f, 1.0f, 1.0f }; // ambient float4 k_d = { 1.0f, 1.0f, 1.0f, 1.0f }; // diffuse // 頂点シェーダからピクセルシェーダに渡すデータ struct VS_OUTPUT { float4 Pos POSITION; float4 Color COLOR0; float3 N TEXCOORD0; float3 X TEXCOORD1; float2 Tex TEXCOORD2; //float3 Eye TEXCOORD1; }; //頂点シェーダプログラム VS_OUTPUT VS( float4 Pos POSITION, // ローカル位置座標 float4 Normal NORMAL, // 法線ベクトル float2 Tex TEXCOORD ){ VS_OUTPUT Out = (VS_OUTPUT)0; // 出力データ // 座標変換 Out.Pos = mul(Pos, mWVP); float amb = -vLightDir.w;//環境光の強さ float3 L = -vLightDir;//ライトベクトル Out.Color = vColor * max(amb,dot(Normal,-vLightDir)); Out.N = Normal.xyz; Out.X = Pos.xyz; //Out.Eye =vEyePos - Pos.xyz; Out.Tex = Tex;//テクスチャ座標 return Out; } // ------------------------------------------------------------- float4 PS(VS_OUTPUT In) COLOR { float3 L = -vLightDir.xyz;//ライトベクトル //float3 H = normalize(L+normalize(In.Eye)); float3 N = normalize(In.N); float3 V = normalize(vEyePos - In.X); float3 H = normalize(L + V); float NV = dot(N,V); float NH = dot(N,H); float VH = dot(V,H); float NL = dot(N,L); float LH = dot(L,H); const float m =0.35f; float NH2 = NH * NH; float D = exp(-(1-NH2)/(NH2*m*m))/(4*m*m*NH2*NH2); float G = min(1,min(2*NH*NV/VH,2*NH*NL/VH)); float n = 20.0f; float g = sqrt(n*n+LH*LH-1); float gpc = g+LH; float gnc = g-LH; float cgpc = LH*gpc-1; float cgnc = LH*gnc+1; float F = 0.5f*gnc*gnc*(1+cgpc*cgpc/(cgnc*cgnc))/(gpc*gpc); float4 ks = {2.0f*0.486f,2.0f*0.433f,2.0f*0.185f,1.0f}; return In.Color*1.5*tex2D( Samp, In. Tex)+ks*max(0,F*D*G/NV)/2; //return In.Color+pow(max(0,dot(N,H)),50); } // ------------------------------------------------------------- // テクニック // ------------------------------------------------------------- technique TShader { pass P0 { VertexShader = compile vs_3_0 VS(); PixelShader = compile ps_3_0 PS(); } }
https://w.atwiki.jp/quattro_vageena/pages/87.html
SNES (SFC, SNES)へ戻る A.S.P. Air Strike Patrol (U) AAAHH!!! Real Monsters (E) [!] AAAHH!!! Real Monsters (U) [!] AAAHH!!! Real Monsters (U) [f1] AAAHH!!! Real Monsters (U) [h1C] ABC Monday Night Football (J) ABC Monday Night Football (U) [h1C] ABC Monday Night Football (U) [h1I][f1] ABC Monday Night Football (U) [h1I] ABC Monday Night Football (U) [h2C] ABC Monday Night Football (U) Accele Brid (J) [b1] Accele Brid (J) [b2] Accele Brid (J) [T+Eng1.00_AGTP] Accele Brid (J) [t1] Accele Brid (J) [t2] Accele Brid (J) [t3] Accele Brid (J) Ace wo Nerae! (J) [!] Ace wo Nerae! (J) [b1] Ace wo Nerae! (J) [h1C] Ace wo Nerae! (J) [T+Eng1.2_RPGOne] Ace wo Nerae! (J) [T-Eng1.0_RPGOne] Ace wo Nerae! (J) [T-Eng1.1_RPGOne] ACME Animation Factory (E) [!] ACME Animation Factory (U) [h1C] ACME Animation Factory (U) [h1I] ACME Animation Factory (U) [h2C] ACME Animation Factory (U) [h2I] ACME Animation Factory (U) Acrobat Mission (J) [h1C] Acrobat Mission (J) [t1] Acrobat Mission (J) [t2] Acrobat Mission (J) Action Pachio (J) [h1C] Action Pachio (J) [t1] Action Pachio (J) ActRaiser (E) [!] ActRaiser (F) [hI] ActRaiser (F) ActRaiser (G) [b1] ActRaiser (G) [b2] ActRaiser (G) ActRaiser (J) [b1+C] ActRaiser (J) [b1] ActRaiser (J) [f1] ActRaiser (J) ActRaiser (NSS) ActRaiser (U) (Case Hack) ActRaiser (U) [!] ActRaiser (U) [h1C] ActRaiser (U) [t1] ActRaiser 2 (E) [T+Spa] ActRaiser 2 (E) ActRaiser 2 (U) [!] ActRaiser 2 (U) [b1] ActRaiser 2 (U) [f1] ActRaiser 2 (U) [T+Ger1.00_alemanic] ActRaiser 2 (U) [T+Por] ActRaiser 2 (U) [T+Spa100%_Sayans] ActRaiser 2 - Chinmoku heno Seisen (J) [f1] ActRaiser 2 - Chinmoku heno Seisen (J) [h1C] ActRaiser 2 - Chinmoku heno Seisen (J) [t1] ActRaiser 2 - Chinmoku heno Seisen (J) AD D - Eye of the Beholder (J) [h1C] AD D - Eye of the Beholder (J) [hI] AD D - Eye of the Beholder (J) AD D - Eye of the Beholder (U) [!] Addams Family Values (E) [T+Spa100_Darkn] Addams Family Values (E) [t1] Addams Family Values (E) Addams Family Values (U) [!] Addams Family Values (U) [b1] Addams Family Values (U) [T+Spa99.9%_DarkN] Addams Family Values (U) [T-Spa40%] Addams Family Values (U) [T-Spa99%_DarkN] Addams Family Values (U) [t1+C] Addams Family Values (U) [t1] Addams Family Values (U) [t2] Addams Family, The (E) [T+Spa100%_Ereza] Addams Family, The (E) Addams Family, The (J) Addams Family, The (NSS) Addams Family, The (U) [!] Addams Family, The (U) [b1] Addams Family, The (U) [o1] Addams Family, The (U) [T+Spa] Addams Family, The (U) [t1S] Addams Family, The - Pugsley s Scavenger Hunt (Beta) [b1] Addams Family, The - Pugsley s Scavenger Hunt (Beta) [b2] Addams Family, The - Pugsley s Scavenger Hunt (Beta) [b3] Addams Family, The - Pugsley s Scavenger Hunt (Beta) [h1C] Addams Family, The - Pugsley s Scavenger Hunt (Beta) [t1] Addams Family, The - Pugsley s Scavenger Hunt (Beta) Addams Family, The - Pugsley s Scavenger Hunt (E) [T+Ger1.00_Star] Addams Family, The - Pugsley s Scavenger Hunt (E) [T-Ger_Star] Addams Family, The - Pugsley s Scavenger Hunt (E) [t1] Addams Family, The - Pugsley s Scavenger Hunt (E) Addams Family, The - Pugsley s Scavenger Hunt (U) [T+Fre] Addams Family, The - Pugsley s Scavenger Hunt (U) [T+Ita100_Darkax] Addams Family, The - Pugsley s Scavenger Hunt (U) [T+Ita] Addams Family, The - Pugsley s Scavenger Hunt (U) [t1] Addams Family, The - Pugsley s Scavenger Hunt (U) Adult Manga 1 (PD) [b1] Adult Manga 1 (PD) [T+Rus100_Dennis] Adult Manga 1 (PD) Adult Manga 2 (PD) [T+Rus] Adult Manga 2 (PD) Adventures of Batman Robin, The (E) [f1+C] Adventures of Batman Robin, The (E) [f1][t1] Adventures of Batman Robin, The (E) [f1][t2] Adventures of Batman Robin, The (E) [f1] Adventures of Batman Robin, The (E) [f2] Adventures of Batman Robin, The (E) [t1] Adventures of Batman Robin, The (E) [t2] Adventures of Batman Robin, The (E) Adventures of Batman Robin, The (U) [f1] Adventures of Batman Robin, The (U) [f2] Adventures of Batman Robin, The (U) [t1] Adventures of Batman Robin, The (U) Adventures of Dr. Franken, The (E) [f1] Adventures of Dr. Franken, The (E) [f2+C] Adventures of Dr. Franken, The (E) [f2] Adventures of Dr. Franken, The (E) [f3][o1] Adventures of Dr. Franken, The (E) [f3] Adventures of Dr. Franken, The (E) [t1] Adventures of Dr. Franken, The (E) [t2] Adventures of Dr. Franken, The (E) Adventures of Dr. Franken, The (U) [f1] Adventures of Dr. Franken, The (U) Adventures of Kid Kleets, The (U) [!] Adventures of Kid Kleets, The (U) [f1][t1] Adventures of Kid Kleets, The (U) [t1] Adventures of Rocky and Bullwinkle and Friends, The (U) [h1C] Adventures of Rocky and Bullwinkle and Friends, The (U) [t1] Adventures of Rocky and Bullwinkle and Friends, The (U) Adventures of Tintin, The - Prisoners of the Sun (E) [b1] Adventures of Tintin, The - Prisoners of the Sun (E) Aero Fighters (U) [b1] Aero Fighters (U) [T+Fre1.00_Terminus] Aero Fighters (U) [T+Spa10%_Monotaku] Aero Fighters (U) [T+Spa100%_Duncan] Aero Fighters (U) [T+Spa55%_Tanero] Aero Fighters (U) [T+Spa99.5%_Oderflapmc] Aero Fighters (U) Aero the Acro-Bat (E) [t1] Aero the Acro-Bat (E) Aero the Acro-Bat (U) [!] Aero the Acro-Bat (U) [b1] Aero the Acro-Bat (U) [f1][o1] Aero the Acro-Bat (U) [f1] Aero the Acro-Bat (U) [h1C] Aero the Acro-Bat (U) [hI] Aero the Acro-Bat (U) [t1] Aero the Acro-Bat (U) [t2] Aero the Acro-Bat (U) [t3] Aero the Acro-Bat 2 (U) [h1C] Aero the Acro-Bat 2 (U) [t1] Aero the Acro-Bat 2 (U) Aerobiz (U) [!] Aerobiz (U) [h2C] Aerobiz (U) [hIR] Aerobiz (U) [hI] Aerobiz Supersonic (U) [h1C] Aerobiz Supersonic (U) Aguri Suzuki F-1 Super Driving (E) Aguri Suzuki F-1 Super Driving (J) [b1] Aguri Suzuki F-1 Super Driving (J) [b2] Aguri Suzuki F-1 Super Driving (J) [h1C] Aguri Suzuki F-1 Super Driving (J) AIII S.V. - A Ressha de Ikou 3 Super Version (J) [h1C] AIII S.V. - A Ressha de Ikou 3 Super Version (J) Air Cavalry (U) [b1+C] Air Cavalry (U) [b1] Air Cavalry (U) [t1] Air Cavalry (U) Air Management - Oozora ni Kakeru (J) (V1.0) [b1] Air Management - Oozora ni Kakeru (J) (V1.0) [h1C] Air Management - Oozora ni Kakeru (J) (V1.0) Air Management - Oozora ni Kakeru (J) (V1.1) [!] Air Management II - Koukuu Ou wo Mezase (J) [h1C] Air Management II - Koukuu Ou wo Mezase (J) [h2C] Air Management II - Koukuu Ou wo Mezase (J) Airwolf 92 (PD) [b1] Airwolf 92 (PD) [h1C] Airwolf 92 (PD) [hI] Airwolf 92 (PD) Akazukin Cha Cha (J) [b1] Akazukin Cha Cha (J) [h1C] Akazukin Cha Cha (J) Akumajou Dracula (J) [!] Akumajou Dracula (J) [f1] Akumajou Dracula (J) [h1C] Akumajou Dracula XX (J) [b1] Akumajou Dracula XX (J) [f1] Akumajou Dracula XX (J) [f2] Akumajou Dracula XX (J) [f3] Akumajou Dracula XX (J) [h1C] Akumajou Dracula XX (J) [h2C] Akumajou Dracula XX (J) Al Unser Jr s Road to the Top (E) Al Unser Jr s Road to the Top (U) [h1C] Al Unser Jr s Road to the Top (U) Aladdin (Beta) [b1] Aladdin (Beta) [f1] Aladdin (Beta) [h1+C] Aladdin (Beta) [h1] Aladdin (Beta) [h2] Aladdin (Beta) [t1] Aladdin (Beta) Aladdin (E) [f1] Aladdin (E) [T+Spa100%_Sk50] Aladdin (E) [t1] Aladdin (E) Aladdin (F) [t1] Aladdin (F) Aladdin (G) [!] Aladdin (G) [b1] Aladdin (G) [t1] Aladdin (J) [t1] Aladdin (J) Aladdin (S) (NG-Dump Known) [f1] Aladdin (S) (NG-Dump Known) Aladdin (U) [!] Aladdin (U) [T+Fre100_Dream] Aladdin (U) [T+Ita] Aladdin (U) [T+Por] Aladdin (U) [T+Spa1.0_Gogito] Aladdin (U) [T+Spa100%_Sk50] Aladdin (U) [t1] Aladdin (U) [t2] Aladdin (U) [t3] Albert Odyssey (J) [f1] Albert Odyssey (J) [h1C] Albert Odyssey (J) Albert Odyssey 2 - Jashin no Taidou (J) [b1] Albert Odyssey 2 - Jashin no Taidou (J) [b2] Albert Odyssey 2 - Jashin no Taidou (J) [b3] Albert Odyssey 2 - Jashin no Taidou (J) [f1] Albert Odyssey 2 - Jashin no Taidou (J) Alcahest (J) [f1] Alcahest (J) [h1C] Alcahest (J) [T+Eng1.0_FH] Alcahest (J) [t1] Alcahest (J) Alice no Paint Adventure (J) Alien 3 (Beta) [a1] Alien 3 (Beta) [b1] Alien 3 (Beta) [h1C] Alien 3 (Beta) [t1] Alien 3 (Beta) [t2] Alien 3 (Beta) Alien 3 (E) [!] Alien 3 (E) [b1] Alien 3 (E) [T+Por] Alien 3 (E) [T-Por] Alien 3 (J) [a1][hI] Alien 3 (J) [a1] Alien 3 (J) [h1C] Alien 3 (J) Alien 3 (U) [!] Alien 3 (U) [T+Fre100_generation9] Alien 3 (U) [T+Ger099beta] Alien 3 (U) [T+Ita(literal)_Psyco] Alien 3 (U) [T+Ita] Alien 3 (U) [T+Spa100%_MMM] Alien 3 (U) [t1] Alien vs. Predator (E) [!] Alien vs. Predator (E) [T+Por100%_GTP_Arashi] Alien vs. Predator (U) [b1] Alien vs. Predator (U) [b2] Alien vs. Predator (U) [T+Por] Alien vs. Predator (U) [T+Spa100_Wolfburner] Alien vs. Predator (U) [t1] Alien vs. Predator (U) Aliens vs. Predator (J) [h1C] Aliens vs. Predator (J) [hI] Aliens vs. Predator (J) [t1] Aliens vs. Predator (J) Alkaid Alpha Flight - Merry Christmas (PD) All-American Championship Football (E) [!] Amazing Spider-Man, The - Lethal Foes (J) [h1C] Amazing Spider-Man, The - Lethal Foes (J) [T+Fre] Amazing Spider-Man, The - Lethal Foes (J) [t1] Amazing Spider-Man, The - Lethal Foes (J) America Oudan Ultra Quiz (J) [b1] America Oudan Ultra Quiz (J) [b2] America Oudan Ultra Quiz (J) American Battle Dome (J) American Gladiators (U) [h1C] American Gladiators (U) [hIR+C] American Gladiators (U) [hIR] American Gladiators (U) [hI] American Gladiators (U) American Tail, An - Fievel Goes West (E) American Tail, An - Fievel Goes West (U) [h1C] American Tail, An - Fievel Goes West (U) [t1] American Tail, An - Fievel Goes West (U) [t2] American Tail, An - Fievel Goes West (U) Amiga IFF Japanese Slide Show (PD) [a1] Amiga IFF Japanese Slide Show (PD) Anarchy Logo Scroller (PD) [a1] Anarchy Logo Scroller (PD) [a2] Anarchy Logo Scroller (PD) Ancient Magic - Bazoo! Mahou Sekai (J) [f1] Ancient Magic - Bazoo! Mahou Sekai (J) [h1C] Ancient Magic - Bazoo! Mahou Sekai (J) Andre Agassi Tennis (J) Andre Agassi Tennis (U) [!] Andre Agassi Tennis (U) [h1C] Angel Eyes (PD) Angelique (J) [f1] Angelique (J) [f2] Angelique (J) [h1C] Angelique (J) [T+Eng0.02_Marfisa] Angelique (J) [T-Eng0.01_Marfisa] Angelique (J) Angelique - Premium Box (J) [h1C] Angelique - Premium Box (J) Angelique Voice Fantasy (J) [h1C] Angelique Voice Fantasy (J) [h1] Angelique Voice Fantasy (J) [h2C] Angelique Voice Fantasy (J) [h2] Angelique Voice Fantasy (J) Animaniacs (E) [f1][t1] Animaniacs (E) [f1] Animaniacs (E) [f2+C] Animaniacs (E) [f2] Animaniacs (E) [T+Fre] Animaniacs (E) [T+Ger1.00_Star] Animaniacs (E) [t1] Animaniacs (E) Animaniacs (J) Animaniacs (U) [!] Animaniacs (U) [f1] Animaniacs (U) [T+Fre] Animaniacs (U) [T+Ger1.00_Star] Animaniacs (U) [T+Ita] Animaniacs (U) [T+Por] Animaniacs (U) [t1] Another World (E) [!] Antarctic Adventure (A S NES Hack) Anthrox - 3d Demo (PD) Anthrox - Bouncing Ball Trainer (Alt Music) (PD) Anthrox - Bouncing Ball Trainer (PD) Anthrox - C64 Intro (PD) Anthrox - Christmas Demo (PD) Anthrox - Game Boy Smart Card DOS for SWC DX (PD) Anthrox - Hand Held Smart Card Multi-DOS (PD) Anthrox - Mode 7 Interactive Demo (PD) Anthrox - Mode 7 Intro (PD) Anthrox - Mode 7 Trainer (PD) Anthrox - Plasma Intro (PD) Anthrox - Rotating Mode 7 Intro (PD) Anthrox - Sine-dot Demo (PD) Anthrox - Slither Scroller Intro (PD) Anthrox - Starfield Trainer (PD) Anthrox - Text Scroller (PD) Anthrox - The Raider Bros. Demo (PD) Anthrox - The Raider Bros. Parallax Demo (PD) Anthrox - The Raider Bros. Rotator Demo (PD) Anthrox - The Raider Bros. Zoomer Demo (PD) Anthrox - Wavy Scroller Intro (PD) Anthrox 1 (PD) Aoki Densetsu Shoot! (J) [b1] Aoki Densetsu Shoot! (J) [h1C] Aoki Densetsu Shoot! (J) Apocalypse II (Beta) Appleseed (J) [b1] Appleseed (J) [h1C] Appleseed (J) [t1] Appleseed (J) Aqutallion (J) [h1C] Aqutallion (J) Arabian Nights - Sabaku no Seirei Ou (J) [b1] Arabian Nights - Sabaku no Seirei Ou (J) [b2+C] Arabian Nights - Sabaku no Seirei Ou (J) [b2] Arabian Nights - Sabaku no Seirei Ou (J) [b3] Arabian Nights - Sabaku no Seirei Ou (J) [o1] Arabian Nights - Sabaku no Seirei Ou (J) Araiguma Rascal (J) [h1C] Araiguma Rascal (J) Arcade s Greatest Hits (E) [!] Arcade s Greatest Hits (U) [!] Arcade s Greatest Hits (U) [t1] Arcade s Greatest Hits - The Atari Collection 1 (E) [!] Arcade s Greatest Hits - The Atari Collection 1 (U) Arcadia Intro 1 (PD) Arcadia Intro 2 (PD) Arcana (U) [h1C] Arcana (U) [T+Fre] Arcana (U) [T+Por_Hexagon] Arcana (U) [T+Spa080_Sinister] Arcana (U) Archer MacLean s Dropzone (E) [!] Archer MacLean s Dropzone (E) [f1] Archer MacLean s Dropzone (E) [f2+C] Archer MacLean s Dropzone (E) [f2] Archer MacLean s Dropzone (E) [t1] Archie 2K s World (SMW1 Hack) Arcus Spirits (Beta) [b1] Arcus Spirits (Beta) [b2] Arcus Spirits (Beta) [h1] Arcus Spirits (Beta) [h2+C] Arcus Spirits (Beta) [h2] Arcus Spirits (Beta) [t1] Arcus Spirits (Beta) [t2] Arcus Spirits (Beta) Arcus Spirits (J) [h1C] Arcus Spirits (J) Ardy Lightfoot (Beta) Ardy Lightfoot (E) [t1] Ardy Lightfoot (E) Ardy Lightfoot (J) [h1C] Ardy Lightfoot (J) [hI] Ardy Lightfoot (J) [t1] Ardy Lightfoot (J) [t2] Ardy Lightfoot (J) Ardy Lightfoot (U) Area 88 (J) [b1] Area 88 (J) [b2] Area 88 (J) [f1] Area 88 (J) [h1C] Area 88 (J) Arena (Super Metroid Hack) Aretha (J) [f1] Aretha (J) [h1C] Aretha (J) [T+Chi] Aretha (J) Aretha II - Ariel no Fushigi na Tabi (Beta) [b1] Aretha II - Ariel no Fushigi na Tabi (Beta) [f1] Aretha II - Ariel no Fushigi na Tabi (Beta) [h1C] Aretha II - Ariel no Fushigi na Tabi (Beta) Aretha II - Ariel no Fushigi na Tabi (J) [h1C] Aretha II - Ariel no Fushigi na Tabi (J) [h1] Aretha II - Ariel no Fushigi na Tabi (J) Arkanoid - Converted by POPC0RN (NES Hack) Arkanoid - Doh It Again (E) [!] Arkanoid - Doh It Again (E) [T+Ger1.00_Star] Arkanoid - Doh It Again (J) [!] Arkanoid - Doh It Again (J) [h1C] Arkanoid - Doh It Again (J) [T+Por] Arkanoid - Doh It Again (J) [T+Spa100%_Sinister] Arkanoid - Doh It Again (U) [!] Arkanoid - Doh It Again (U) [T+Spa100_Sinister][b1] Arkanoid - Doh It Again (U) [T+Spa50%_Chilensis] Armored Police Metal Jack (J) [h1C] Armored Police Metal Jack (J) [t1] Armored Police Metal Jack (J) [t2] Armored Police Metal Jack (J) Art of Fighting (E) [!] Art of Fighting (U) [f1] Art of Fighting (U) [f2] Art of Fighting (U) As Aventuras de Pikachu (BS Zelda no Densetsu Remix Hack) [h1C] As Aventuras de Pikachu (BS Zelda no Densetsu Remix Hack) Asahi Shinbun Rensai - Katou Ichi-Ni-San Shougi - Shingiryuu (J) Asameshimae Nyanko (J) [h1C] Asameshimae Nyanko (J) Ashita no Joe (J) [b1] Ashita no Joe (J) [h1C] Ashita no Joe (J) [h2C] Ashita no Joe (J) Assault Suits Valken (J) [b1] Assault Suits Valken (J) [b2] Assault Suits Valken (J) [T+Eng1.00_AGTP][b1] Assault Suits Valken (J) [T+Eng1.00_AGTP] Assault Suits Valken (J) Asterix Obelix (E) [b1] Asterix Obelix (E) [f1] Asterix Obelix (E) [f2+C] Asterix Obelix (E) [f2] Asterix Obelix (E) [t1] Asterix Obelix (E) [t2+C] Asterix Obelix (E) [t2] Asterix Obelix (E) [t3] Asterix Obelix (E) Asterix (E) [!] Asterix (E) [b1] Asterix (E) [h1C] Asterix (E) [hI] Asterix (E) [t1+C] Asterix (E) [t1] Asterix (E) [t2] Astrohawk (PD) Astrohawk May 2003 Version (PD) Atlas, The - Renaissance Voyager (J) [b1] Atlas, The - Renaissance Voyager (J) [f1] Atlas, The - Renaissance Voyager (J) [h1C] Atlas, The - Renaissance Voyager (J) Axelay (Beta) [b1] Axelay (Beta) [b2] Axelay (Beta) [f1] Axelay (Beta) [t1] Axelay (Beta) Axelay (E) [!] Axelay (E) [t1] Axelay (J) [b1] Axelay (J) [t1] Axelay (J) Axelay (U) [!] Axelay (U) [t1] Axelay - The First Swiss Intro (PD) Ayrton Senna Racing (Nigel Mansell s Racing Hack) Ayt BBS Intro (PD) Ayt Demo (PD) SNES (SFC, SNES)へ戻る Copyright 2004 BOB All Rights Reserved.
https://w.atwiki.jp/semavatarheroes/pages/535.html
やぶれた宝の地図 レア度 5 破れてしまった宝の地図。4枚集めれば完全なものになりそうなのだが… 入手先 合成 TH モンスター海岸 TH 魔術遺跡 TH 和の国 TH 大砂海 TH 第2章 漆黒の森 TH 第4章 孤独の洞窟 TH 第5章 百花道 TH 第8章 真王の棺 PD 初心者ダンジョン PD 凶王の居城跡 PD 虚構の回廊 やぶれた宝の地図を合成する (GU)綺麗な斧×1+妖精の住む不思議な泉×1 (GU)読めない紙切れ×1+解読の書×1 やぶれた宝の地図から合成する やぶれた宝の地図×4=完全な宝の地図 情報お願いします 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/semavatarheroes/pages/445.html
飾り石 レア度 1 合成に使う素材アイテム 入手先 TH 始まりのビギナーズタウン TH 和の国 TH 天空島の城下町 TH 海底遺跡 TH 第1章 奇妙なおばけ屋敷 TH 第5章 百花道 TH 第7章 残影の王墓 TH 第8章 真王の棺 TH 第9章 夜明けの階段 PD 初心者ダンジョン PD 凶王の居城跡 PD 虚構の回廊 飾り石を合成する (GU)ダンジョンの青い宝箱(小)×1+丸い宝箱のカギ×1 飾り石から合成する 合成ランク3 飾り石×1+粉塵の魔術書×1=安全石粉 合成ランク3 飾り石×1+加工薬×1+研磨剤×1+スターストーン×1=星の宝石 ≪上半身≫ 合成ランク4 ハンターベスト(男性用) 合成ランク7 ハンターベスト(男性用) 情報お願いします 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/himaitame/pages/1202.html
暇だから女友達にイタメール その997 135 名前: 鮭 2006/01/23(月) 20 52 08.28 ID Rba5X/k80 ・性別:[男] ・年齢:[33] ・特徴:[普通の青年 ] ・性交渉経験:[たくさん] ・相手との関係:[以前にふられた] ・相手に送るメールの方向性など:[魔王・即死でもOK ] 『相手の特徴』 ・ニックネーム:[まつげ] ・性別:[女] ・年齢:[26] ・特徴:[普通の女] ・性交渉経験:[ある] 『その他』 ・タゲに対する自分の思い:[どうでもいい](付き合いたい・突き合いたいだけ・どうでもいい等) ・勇者との仲の良さ :[キスまでしかしもうどうでもいい](キスまで・下ネタを交わす・よく遊ぶ等) ・タゲの詳細 :[彼氏持ち。デートの約束した次の日に元彼とより戻したとメールがきた。次の日からまるで別人] 『NGライン』 [即死OK!地獄に落としたい」 で向こうからメールが来た。 「元気ですか?最近どうしてますか?」 安価 150 160 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 20 56 41.18 ID Rba5X/k80 150 送ったww 171 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 01 50.72 ID Rba5X/k80 150 受信 「相変わらずですね。鮭さん最近来ないですね、私の事避けてるでしょ?」 コメント 来ないですねってのは職場の事 うるせーこの女むかつく!! 強烈なのお願いします。 180 180 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 03 46.68 ID oxgsIBFl0 そんなことより オレオレ ちょっと今事故って示談金用意しろ って言われてるんだけど 金貸してくれない? 181 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 04 25.01 ID 4Boij8ZE0 180 ちょwwwwwww 183 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 05 49.40 ID Rba5X/k80 180 送った。 203 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 10 58.43 ID Rba5X/k80 180 キタキタ 受信内容 「あのう・・今どきオレオレ詐欺ですか(笑) でも意味わかりません・・」 コメント 誰かこの女を地獄に落としてくれ 230 210 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 11 28.18 ID Rba5X/k80 すみません・・また名前わすれてました・・ 230 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 14 39.14 ID 4Boij8ZE0 しょせんお前はその程度だって事だよ 239 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 16 11.98 ID Rba5X/k80 230 送るお 255 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 21 59.13 ID Rba5X/k80 230 受信内容 「もしかして怒ってます?できれば前みたいに普通に話せると嬉しいんですけど・・」 コメント あの日依頼ほとんど口も聞いてないです。 正直避けてます。魔王頼む。 275 274 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 25 27.15 ID iyYEEVyI0 なぁ、おれお前とのデート楽しみにしてたんだ。 結構好きだったからさ。まぁ今更だけどさ 275 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 25 29.76 ID 4Boij8ZE0 だが断る この(自分の名前フルネーム)が最も好きな事の一つは 自分で強いと思っている奴に「NO」と言って断ってやる事だ・・・ 282 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 28 04.58 ID Rba5X/k80 275 上じゃなくて良かった・・ 送信 339 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 37 34.22 ID Rba5X/k80 275 北 「えー私自分の事強いだなんて思ってないですよ、でもキツいかも(笑)」 たしかにキツいわ。 魔王魔王 350 343 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 38 14.82 ID Rba5X/k80 かぶった 370 370 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 41 21.96 ID oxgsIBFl0 じゃぁ5万分ご奉仕しろ タゲじゃぁ一発 2000円の価値だから 25発 やらせてくれたら それでいいや 394 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 43 51.81 ID Rba5X/k80 370 送る。 395 名前: 以下、名無しにかわりましてVIPがお送りします 2006/01/23(月) 21 45 57.75 ID RKsnNiZ30 鮭ってさ ちょっと思ったんだが、相手からまた前みたいに会話出来るようにしたい って反応があったって事は、苺打ちまくったらまたやり直せる可能性もあるんじゃ? 別人から元通りなら可能性有ると思うんだがw 423 名前: 鮭 ◆pd3zEP0Lj2 2006/01/23(月) 21 53 33.60 ID Rba5X/k80 395 やりなおす気はこれっぽちも無い。 あんな女を好きなった自分が情けない。 返信コナス 鮭2?
https://w.atwiki.jp/directx/pages/38.html
環境光だけでは照明による色の変化がなく味気ない画像になってしまいます。 そこで物体に陰影を付ける処理がランバート拡散照明(ディフューズライト)です。 HLSL.cpp #include d3dx9.h #include string #define WINDOW_WIDTH 640 //ウインドウの幅 #define WINDOW_HEIGHT 480 //ウインドウの高さ #define SAFE_RELEASE(x) if(x){x- Release();} using namespace std; LPDIRECT3D9 g_pD3D = NULL;//Direct3D9 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//レンダリングデバイス LPD3DXEFFECT m_pEffect; // ★シェーダ D3DXHANDLE m_hTechnique;// ★テクニック D3DXHANDLE m_hmWVP; // ★ワールド~射影行列 D3DXHANDLE m_hmWIT; D3DXHANDLE m_hvLightDir; D3DXHANDLE m_hvCol; LPDIRECT3DVERTEXDECLARATION9 m_pDecl; // 頂点宣言 class MODEL{ public LPD3DXMESH Mesh;//メッシュ D3DMATERIAL9* Material;//マテリアル LPDIRECT3DTEXTURE9* Texture;//テクスチャ DWORD PartsNumber;//マテリアル数 void LoadXFile(string); void XFileDraw(float,float,float,float,float,float,float,float,float); }; //Xファイル描画 void MODEL XFileDraw(float XSize,float YSize,float ZSize,float XRot,float YRot,float ZRot,float XTran,float YTran,float ZTran) { D3DXMATRIXA16 m,matWorld,matView,matScale,matRotation,matProj,matPosition[4],matPos; D3DXMatrixIdentity( matWorld); D3DXMatrixScaling( matScale,XSize,YSize,ZSize); D3DXMatrixMultiply( matWorld, matWorld, matScale); //ワールドトランスフォーム(絶対座標変換) D3DXMatrixIdentity( matRotation); D3DXMatrixRotationY( matRotation, YRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationX( matRotation, XRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixRotationZ( matRotation, ZRot ); D3DXMatrixMultiply( matWorld, matWorld, matRotation); D3DXMatrixTranslation( matPos,XTran,YTran,ZTran); D3DXMatrixMultiply( matWorld, matWorld, matPos); //local D3DXMatrixInverse( m,NULL, matWorld); D3DXMatrixTranspose( m, m); m_pEffect- SetMatrix(m_hmWIT, m); // ビュートランスフォーム(視点座標変換) D3DXVECTOR3 vecEyePt( 0.0f, 7.0f,-3.5f ); //カメラ(視点)位置 D3DXVECTOR3 vecLookatPt( 0.0f, 0.0f, 0.0f );//注視位置 D3DXVECTOR3 vecUpVec( 0.0f, 1.0f, 0.0f );//上方位置 D3DXMatrixLookAtLH( matView, vecEyePt, vecLookatPt, vecUpVec ); // プロジェクショントランスフォーム(射影変換) D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f ); m = (matWorld * matView * matProj); m_pEffect- SetMatrix( m_hmWVP, m ); D3DXVECTOR4 v; //light D3DXVECTOR4 light_pos = D3DXVECTOR4(-0.577f,-0.577f,-0.577f,0); m_pEffect- SetVector(m_hvLightDir, light_pos); //------------------------------------------------- // ★シェーダの設定 //------------------------------------------------- m_pEffect- SetTechnique( m_hTechnique ); m_pEffect- Begin( NULL, 0 ); m_pEffect- BeginPass( 0 ); g_pd3dDevice- SetFVF( D3DFVF_XYZ | D3DFVF_NORMAL); m_pEffect- SetTexture( Tex , Texture[0]); //------------------------------------------------- // 描画 //------------------------------------------------- g_pd3dDevice- SetVertexDeclaration( m_pDecl ); D3DMATERIAL9 *pMtrl = Material[0]; for( DWORD i=0; i PartsNumber; i++ ) { v.x=pMtrl- Diffuse.r; v.y=pMtrl- Diffuse.g; v.z=pMtrl- Diffuse.b; v.w=pMtrl- Diffuse.a; m_pEffect- SetVector( k_d , v); m_pEffect- SetVector( k_a , v); g_pd3dDevice- SetTexture( 0,Texture[i] ); Mesh- DrawSubset( i ); pMtrl++; } m_pEffect- EndPass(); m_pEffect- End(); } //Xファイル読み込み void MODEL LoadXFile(string FileName) { // Xファイルからメッシュをロードする LPD3DXBUFFER pD3DXMtrlBuffer = NULL; D3DXLoadMeshFromXA( FileName.c_str(), D3DXMESH_SYSTEMMEM,g_pd3dDevice, NULL, pD3DXMtrlBuffer, NULL, PartsNumber, Mesh); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer- GetBufferPointer(); Material = new D3DMATERIAL9[PartsNumber]; Texture = new LPDIRECT3DTEXTURE9[PartsNumber]; for( DWORD i=0; i PartsNumber; i++ ) { Material[i] = d3dxMaterials[i].MatD3D; Material[i].Ambient = Material[i].Diffuse; Texture[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL lstrlenA(d3dxMaterials[i].pTextureFilename) 0) { D3DXCreateTextureFromFileA(g_pd3dDevice,d3dxMaterials[i].pTextureFilename, Texture[i]); } } pD3DXMtrlBuffer- Release(); } MODEL Model[2];//モデル用 HWND hwnd; HRESULT Init() { HRESULT hr; // ★シェーダの読み込み LPD3DXBUFFER pErr=NULL; if( FAILED( hr = D3DXCreateEffectFromFileA( g_pd3dDevice, hlsl.fx , NULL, NULL, 0 , NULL, m_pEffect, pErr ))){ // シェーダの読み込みの失敗 MessageBoxA( NULL, (LPCSTR)pErr- GetBufferPointer() , ERROR , MB_OK); }else{ m_hTechnique = m_pEffect- GetTechniqueByName( TShader ); m_hmWVP = m_pEffect- GetParameterByName( NULL, mWVP ); m_hmWIT = m_pEffect- GetParameterByName( NULL, mWIT ); m_hvLightDir = m_pEffect- GetParameterByName( NULL, vLightDir ); m_hvCol = m_pEffect- GetParameterByName( NULL, vColor ); } SAFE_RELEASE(pErr); return true; } void FrameUpDate() { } void ScreenDraw() { // 画面をクリアする g_pd3dDevice- Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); //シーンの開始 if(SUCCEEDED(g_pd3dDevice- BeginScene())) { Model[0].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/10000.0f,0.0f,0.0f,0.0f,0.0f); Model[1].XFileDraw(1.0f,1.0f,1.0f,0.5f,timeGetTime()/300.0f,0.0f,0.0f,0.0f,3.0f); //シーンの終了 g_pd3dDevice- EndScene(); } //バックバッファを表画面に反映させる g_pd3dDevice- Present( NULL, NULL, NULL, NULL ); } void GetFPS() { FrameUpDate(); ScreenDraw(); Sleep(16); } DWORD WINAPI MainLoop(LPVOID vdParam) { while(TRUE){ GetFPS(); } return 0; } HRESULT InitD3D( HWND hWnd ) { if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))){return E_FAIL;} D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3dpp.hDeviceWindow = hWnd; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ; if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ if(FAILED(g_pD3D- CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING, d3dpp, g_pd3dDevice))){ return(E_FAIL); } } // Xファイルからメッシュをロードする Model[0].LoadXFile( land.x ); Model[1].LoadXFile( ufo.x ); Init(); return S_OK; } LRESULT CALLBACK MsgProc(HWND hwnd , UINT msg , WPARAM wp , LPARAM lp) { switch (msg) { case WM_DESTROY PostQuitMessage(0); return 0; } return DefWindowProc(hwnd , msg , wp , lp); } int WINAPI WinMain(HINSTANCE hInstance , HINSTANCE hPrevInstance ,PSTR lpCmdLine , int nCmdShow ) { MSG msg; DWORD dwID; WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L Window1 , NULL }; RegisterClassEx( wc ); RECT rect; SetRect( rect,0,0,WINDOW_WIDTH,WINDOW_HEIGHT); AdjustWindowRect( rect, WS_OVERLAPPEDWINDOW, FALSE); SetRect( rect,0,0,rect.right-rect.left,rect.bottom-rect.top); hwnd = CreateWindow( L Window1 , L HLSL , WS_OVERLAPPEDWINDOW ~WS_THICKFRAME ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, rect.right, rect.bottom, NULL, NULL, wc.hInstance, NULL ); if (hwnd == NULL) return 0; timeBeginPeriod(1); if(SUCCEEDED(InitD3D(hwnd))){ ShowWindow(hwnd,SW_SHOWDEFAULT); UpdateWindow(hwnd); CreateThread(NULL , 0 , MainLoop , (LPVOID)hwnd , 0 , dwID); while (GetMessage( msg , NULL , 0 , 0 )) { TranslateMessage( msg); DispatchMessage( msg); } } UnregisterClass(L Window1 ,wc.hInstance); timeEndPeriod(1); SAFE_RELEASE( m_pEffect ); // シェーダ SAFE_RELEASE( m_pDecl ); // 頂点宣言 SAFE_RELEASE(g_pd3dDevice); SAFE_RELEASE(g_pD3D); return 0; } hlsl.fx // ------------------------------------------------------------- // グローバル変数 // ------------------------------------------------------------- float4x4 mWVP; float4x4 mWIT; float4 vLightDir; // ライトの方向 float4 vColor; // 光の強さ float4 I_a = { 0.3f, 0.3f, 0.3f, 0.0f }; // ambient float4 I_d = { 0.7f, 0.7f, 0.7f, 0.0f }; // diffuse // 反射率 float4 k_a = { 1.0f, 1.0f, 1.0f, 1.0f }; // ambient float4 k_d = { 1.0f, 1.0f, 1.0f, 1.0f }; // diffuse //テクスチャ texture Tex; sampler Samp = sampler_state { Texture = Tex ; MinFilter =LINEAR; MagFilter =LINEAR; MipFilter =NONE; AddressU =Clamp; AddressV =Clamp; }; // ------------------------------------------------------------- // 頂点シェーダからピクセルシェーダに渡すデータ // ------------------------------------------------------------- struct VS_OUTPUT { float4 Pos POSITION; float4 Color COLOR0; float2 Tex TEXCOORD0; }; // ------------------------------------------------------------- // シーンの描画 // ------------------------------------------------------------- VS_OUTPUT VS( float4 Pos POSITION, // ローカル位置座標 float3 Normal NORMAL, // 法線ベクトル float2 Tex TEXCOORD ){ VS_OUTPUT Out = (VS_OUTPUT)0; // 出力データ // 座標変換 Out.Pos = mul(Pos, mWVP); /* // 頂点色 float3 L = -vLightDir; float3 N = normalize(mul(Normal, (float3x3)mWIT)); // ワールド座標系での法線 Out.Color = I_a * k_a // 環境光 + I_d * k_d * max(0, dot(N, L)); // 拡散光 */ float amb = -vLightDir.w;//環境光の強さ float3 L = -vLightDir;//ライトベクトル Out.Color = vColor * max(amb,dot(Normal,-vLightDir)); Out.Tex = Tex;//テクスチャ座標 return Out; } // ------------------------------------------------------------- float4 PS(VS_OUTPUT In) COLOR { return In.Color*2*tex2D( Samp, In. Tex) ; //return tex2D( Samp, In. Tex ); } // ------------------------------------------------------------- // テクニック // ------------------------------------------------------------- technique TShader { pass P0 { VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); } }
https://w.atwiki.jp/javadsge/pages/9483.html
import pandas as pd ti = pd.read_csv("s.csv") print(ti)
https://w.atwiki.jp/keiko_221b/pages/6.html
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