開発環境 Microsoft Visual C++ 2010 Express (SP1)
実行環境 Microsoft Windows XP Home Edition (SP3)
プロジェクトの種類 空の CLR プロジェクト
プロジェクト名 ClrD3D

参考

ClrD3D_26.cpp
/*
#26 メッシュとライト
 
プロジェクトへの参照の追加(参照タブ)
C:\WINDOWS\Microsoft.NET\DirectX for Managed Code\1.0.2902.0
Microsoft.DirectX.dll
Microsoft.DirectX.Direct3D.dll
Microsoft.DirectX.Direct3DX.dll
*/
#pragma comment(linker, "/subsystem:windows /entry:main")
 
// アセンブリ
#using <System.dll>
#using <System.Drawing.dll>
#using <System.Windows.Forms.dll>
 
// 名前空間
using namespace System;
using namespace System::Drawing;
using namespace System::Threading;
using namespace System::Windows::Forms;
using namespace Microsoft::DirectX;
using namespace Microsoft::DirectX::Direct3D;
 
ref class MainForm : Form
{
private:
	Device^ dev;
	PresentParameters^ pp;
	Mesh^ meshBox;
	Mesh^ meshSphere;
	float fDist;	// 原点との距離
	float fAlt;	// 高度
	int nCamAngle;	// カメラの方位角
public:
	MainForm()
	{
		MinimumSize = Drawing::Size(80, 60);
		ClientSize = Drawing::Size(800, 600);
		Text = "ClrD3D";
		fDist = 5.0f;
		fAlt = 2.0f;
		nCamAngle = 210;
		KeyDown += gcnew KeyEventHandler(this, &MainForm::OnKeyDown);
	}
 
	bool DXInitialize()
	{
		try {
			pp = gcnew PresentParameters;
			pp->Windowed = true;
			pp->SwapEffect = SwapEffect::Discard;
			pp->AutoDepthStencilFormat = DepthFormat::D16;
			pp->EnableAutoDepthStencil = true;
 
			dev = gcnew Device(0, DeviceType::Hardware, this,
				CreateFlags::HardwareVertexProcessing, pp);
			CreateMesh();
			return true;
		}
		catch (Exception^) {
			return false;
		}
	}
 
	void Render()
	{
		if (dev == nullptr) return;
		if (WindowState == FormWindowState::Minimized) return;
		dev->RenderState->ZBufferEnable = true;
		dev->RenderState->ZBufferWriteEnable = true;
 
		// カメラの設定
		float fRad = nCamAngle * (float)Math::PI / 180;
		float fPosX = (float)Math::Sin(fRad) * fDist;
		float fPosZ = (float)Math::Cos(fRad) * fDist;
		dev->Transform->View = Matrix::LookAtLH(
			Vector3(fPosX, fAlt, fPosZ),
			Vector3( 0.0f, 0.0f,  0.0f),
			Vector3( 0.0f, 1.0f,  0.0f));
		dev->Transform->Projection = Matrix::PerspectiveFovLH((float)Math::PI / 4,
			(float)ClientSize.Width / (float)ClientSize.Height, 0.1f, 100.0f);
 
		// ライトの設定
//		dev->RenderState->Lighting = false;
		dev->RenderState->Ambient = Color::FromArgb(0x00,0x00,0x7f);
		dev->Lights[0]->Type = LightType::Directional;
		dev->Lights[0]->Direction = Vector3::Normalize(Vector3(1, -2, 3));
		dev->Lights[0]->Ambient = Color::FromArgb(0x00,0x7f,0x00);
		dev->Lights[0]->Diffuse = Color::FromArgb(0xff,0x00,0x00);
		dev->Lights[0]->Enabled = true;
		dev->Lights[0]->Update();
 
		dev->Clear(ClearFlags::Target | ClearFlags::ZBuffer, 0x7f7fff, 1.0f, 0);
		dev->BeginScene();
 
		// メッシュ描画
		Material mat;
		mat.AmbientColor = ColorValue(1.0f, 1.0f, 1.0f);
		mat.DiffuseColor = ColorValue(1.0f, 1.0f, 1.0f);
		dev->Material = mat;
		dev->Transform->World = Matrix::Translation(Vector3(-1.0f, 0.0f, 0.0f));
		meshBox->DrawSubset(0);
		dev->Transform->World = Matrix::Translation(Vector3( 1.0f, 0.0f, 0.0f));
		meshSphere->DrawSubset(0);
 
		dev->EndScene();
		try {
			dev->Present();
		}
		catch (DeviceLostException^) {
			ResetDevice();
		}
	}
private:
	void CreateMesh()
	{
		meshBox = Mesh::Box(dev, 1, 1, 1);
		meshSphere = Mesh::Sphere(dev, 0.5f, 16, 8);
	}
 
	void ResetDevice()
	{
		int hResult;
		if (!dev->CheckCooperativeLevel(hResult)) {
			switch (hResult) {
			case ResultCode::DeviceLost:
				Thread::Sleep(10);
				break;
			case ResultCode::DeviceNotReset:
				dev->Reset(pp);
				break;
			}
		}
	}
 
	void OnKeyDown(Object^ sender, KeyEventArgs^ e)
	{
		switch (e->KeyCode) {
		case Keys::W:
			fDist -= 0.5f;
			break;
		case Keys::S:
			fDist += 0.5f;
			break;
		case Keys::Up:
			fAlt += 0.5f;
			break;
		case Keys::Down:
			fAlt -= 0.5f;
			break;
		case Keys::Left:
			nCamAngle += 5;
			break;
		case Keys::Right:
			nCamAngle -= 5;
			break;
		case Keys::Escape:
			Close();
			break;
		}
	}
};
 
int main()
{
	MainForm^ form = gcnew MainForm;
	if (!form->DXInitialize()) {
		MessageBox::Show("Direct3Dの初期化に失敗しました。", "ClrD3D");
		return 0;
	}
	form->Show();
	while (form->Created) {
		form->Render();
		Application::DoEvents();
	}
	return 0;
}
 
最終更新:2012年11月08日 12:30