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[PR]上記の広告は3ヶ月以上新規記事投稿のないブログに表示されています。新しい記事を書く事で広告が消えます。
プログラミング、3DCGとその他いろいろについて
[PR]上記の広告は3ヶ月以上新規記事投稿のないブログに表示されています。新しい記事を書く事で広告が消えます。
enum DayTimePeriod { AnteMeridiem = 0, PostMeridiem = 1 } int ToSeconds(int day, DayTimePeriod period, int hour, int minute, int second) { return day * 24 * 60 * 60 +(int)period * 12 * 60 * 60 + hour * 60 * 60 + minute * 60 + second; }
using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; namespace XnaDynamicAudio { static class Program { static void Main(string[] args) { const int samplePerSecond = 8000; const int secondsToPlay = 3; using (DynamicSoundEffectInstance dynamicSound = new DynamicSoundEffectInstance(samplePerSecond, AudioChannels.Mono)) { byte[] buffer = createAWave(samplePerSecond, secondsToPlay, 440); dynamicSound.SubmitBuffer(buffer); FrameworkDispatcher.Update(); dynamicSound.Play(); System.Threading.Thread.Sleep(secondsToPlay * 1000); } } private static byte[] createAWave(int samplePerSecond, int secondsToPlay, int heltz) { byte[] buffer = new byte[samplePerSecond * secondsToPlay]; for (int i = 0; i < buffer.Length; i++) { buffer[i] = (byte)( byte.MaxValue / 4 * (1 + Math.Sin((Math.PI * heltz) * i / samplePerSecond)) ); } return buffer; } } }
<iframe src="http://blog.cnobi.jp/v1/blog/user/118c300f2ee0ad311e5962b0167205f5/1309324795" frameborder="0" width="400" height="400" scrolling="no"></iframe>
public void UpdateSubresource(DataBox source, Resource resource, int subresource);
using SlimDX;using SlimDX.Direct3D11;using SlimDX.DXGI;using SlimDX.D3DCompiler;class Program{static void Main(){using (Game game = new MyGame()){game.Run();}}}struct MyConstantBuffer{public float OffsetX;public float OffsetY;}class MyGame : Game{Effect effect;InputLayout vertexLayout;Buffer vertexBuffer;Buffer constantBuffer;protected override void Draw(){GraphicsDevice.ImmediateContext.ClearRenderTargetView(RenderTarget,new Color4(1, 0, 0, 1));updateConstantBuffer();initTriangleInputAssembler();drawTriangle();SwapChain.Present(0, PresentFlags.None);}private void updateConstantBuffer(){double time = System.Environment.TickCount / 500d;MyConstantBuffer myConstantBuffer = new MyConstantBuffer{OffsetX = (float)System.Math.Sin(time) * 0.4f,OffsetY = (float)System.Math.Sin(time) * 0.8f};GraphicsDevice.ImmediateContext.UpdateSubresource(new DataBox(0, 0, new DataStream(new[] { myConstantBuffer }, true, true)),constantBuffer,0);effect.GetConstantBufferByName("myConstantBuffer").ConstantBuffer = constantBuffer;}private void initTriangleInputAssembler(){GraphicsDevice.ImmediateContext.InputAssembler.InputLayout = vertexLayout;GraphicsDevice.ImmediateContext.InputAssembler.SetVertexBuffers(0,new VertexBufferBinding(vertexBuffer, sizeof(float) * 3, 0));GraphicsDevice.ImmediateContext.InputAssembler.PrimitiveTopology= PrimitiveTopology.TriangleList;}private void drawTriangle(){effect.GetTechniqueByIndex(0).GetPassByIndex(0).Apply(GraphicsDevice.ImmediateContext);GraphicsDevice.ImmediateContext.Draw(3, 0);}protected override void LoadContent(){initEffect();initVertexLayout();initVertexBuffer();initConstantBuffer();}private void initEffect(){using (ShaderBytecode shaderBytecode = ShaderBytecode.CompileFromFile("myEffect.fx", "fx_5_0",ShaderFlags.None,EffectFlags.None)){effect = new Effect(GraphicsDevice, shaderBytecode);}}private void initVertexLayout(){vertexLayout = new InputLayout(GraphicsDevice,effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature,new[] {new InputElement{SemanticName = "SV_Position",Format = Format.R32G32B32_Float}});}private void initVertexBuffer(){vertexBuffer = MyDirectXHelper.CreateVertexBuffer(GraphicsDevice,new[] {new SlimDX.Vector3(0, 0.5f, 0),new SlimDX.Vector3(0.5f, 0, 0),new SlimDX.Vector3(-0.5f, 0, 0),});}private void initConstantBuffer(){constantBuffer = new Buffer(GraphicsDevice,new BufferDescription{//なぜかsizeof(float) * 4以上でないと例外をスローする。SizeInBytes = sizeof(float) * 4,BindFlags = BindFlags.ConstantBuffer,});}protected override void UnloadContent(){effect.Dispose();vertexLayout.Dispose();vertexBuffer.Dispose();constantBuffer.Dispose();}}class Game : System.Windows.Forms.Form{public SlimDX.Direct3D11.Device GraphicsDevice;public SwapChain SwapChain;public RenderTargetView RenderTarget;public void Run(){initDevice();SlimDX.Windows.MessagePump.Run(this, Draw);disposeDevice();}private void initDevice(){MyDirectXHelper.CreateDeviceAndSwapChain(this, out GraphicsDevice, out SwapChain);initRenderTarget();initViewport();LoadContent();}private void initRenderTarget(){using (Texture2D backBuffer= SlimDX.Direct3D11.Resource.FromSwapChain<Texture2D>(SwapChain, 0)){RenderTarget = new RenderTargetView(GraphicsDevice, backBuffer);GraphicsDevice.ImmediateContext.OutputMerger.SetTargets(RenderTarget);}}private void initViewport(){GraphicsDevice.ImmediateContext.Rasterizer.SetViewports(new Viewport{Width = ClientSize.Width,Height = ClientSize.Height,});}private void disposeDevice(){UnloadContent();RenderTarget.Dispose();GraphicsDevice.Dispose();SwapChain.Dispose();}protected virtual void Draw() { }protected virtual void LoadContent() { }protected virtual void UnloadContent() { }}class MyDirectXHelper{public static void CreateDeviceAndSwapChain(System.Windows.Forms.Form form,out SlimDX.Direct3D11.Device device,out SlimDX.DXGI.SwapChain swapChain){SlimDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware,DeviceCreationFlags.None,new SwapChainDescription{BufferCount = 1,OutputHandle = form.Handle,IsWindowed = true,SampleDescription = new SampleDescription{Count = 1,Quality = 0},ModeDescription = new ModeDescription{Width = form.ClientSize.Width,Height = form.ClientSize.Height,RefreshRate = new SlimDX.Rational(60, 1),Format = Format.R8G8B8A8_UNorm},Usage = Usage.RenderTargetOutput},out device,out swapChain);}public static Buffer CreateVertexBuffer(SlimDX.Direct3D11.Device graphicsDevice,System.Array vertices){using (SlimDX.DataStream vertexStream= new SlimDX.DataStream(vertices, true, true)){return new Buffer(graphicsDevice,vertexStream,new BufferDescription{SizeInBytes= (int)vertexStream.Length,BindFlags = BindFlags.VertexBuffer,});}}}
cbuffer myConstantBuffer{float OffsetX;float OffsetY;}float4 MyVertexShader(float4 position : SV_Position) : SV_Position{return position + float4(OffsetX, OffsetY, 0, 0);}float4 MyPixelShader() : SV_Target{return float4(1, 1, 1, 1);}technique10 MyTechnique{pass MyPass{SetVertexShader( CompileShader( vs_5_0, MyVertexShader() ) );SetPixelShader( CompileShader( ps_5_0, MyPixelShader() ) );}}