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[strokestylet/CsWin10Desktop3.git] / FDK24 / メディア / デバイスリソース.cs
1 using System;
2 using System.Collections.Generic;
3 using System.Diagnostics;
4 using System.Linq;
5
6 namespace FDK.メディア
7 {
8         public class デバイスリソース
9         {
10                 public SharpDX.Size2F 設計画面サイズdpx = new SharpDX.Size2F( 1920f, 1080f );    // 設計サイズ。
11                 public SharpDX.Size2F 物理画面サイズpx = new SharpDX.Size2F( 0, 0 );   // (0, 0) は、サイズ依存リソース無効の印。
12                 public IntPtr ウィンドウハンドル = IntPtr.Zero;
13                 public float 視野角deg { get; set; } = 45f;
14                 public SharpDX.Matrix ビュー変換行列
15                 {
16                         get
17                         {
18                                 var カメラの位置 = new SharpDX.Vector3( 0f, 0f, ( -2f * this.dz( this.設計画面サイズdpx.Height, this.視野角deg ) ) );
19                                 var カメラの注視点 = new SharpDX.Vector3( 0f, 0f, 0f );
20                                 var カメラの上方向 = new SharpDX.Vector3( 0f, 1f, 0f );
21                                 var mat = SharpDX.Matrix.LookAtLH( カメラの位置, カメラの注視点, カメラの上方向 );
22                                 mat.Transpose();  // 転置
23                                 return mat;
24                         }
25                 }
26                 public SharpDX.Matrix 射影変換行列
27                 {
28                         get
29                         {
30                                 float dz = this.dz( this.設計画面サイズdpx.Height, this.視野角deg );
31                                 var mat = SharpDX.Matrix.PerspectiveFovLH(
32                                         SharpDX.MathUtil.DegreesToRadians( 視野角deg ),
33                                         設計画面サイズdpx.Width / 設計画面サイズdpx.Height,  // アスペクト比
34                                         -dz,  // 前方投影面までの距離
35                                         dz ); // 後方投影面までの距離
36                                 mat.Transpose();  // 転置
37                                 return mat;
38                         }
39                 }
40                 public SharpDX.MediaFoundation.DXGIDeviceManager DXGIDeviceManager => this.bs_DXGIDeviceManager;
41                 public SharpDX.DXGI.SwapChain SwapChain => this.bs_SwapChain;
42                 public SharpDX.Direct3D11.RenderTargetView D3DRenderTargetView => this.bs_D3DRenderTargetView;
43                 public SharpDX.Mathematics.Interop.RawViewportF[] D3DViewPort => this.bs_D3DViewPort;
44                 public SharpDX.Direct3D11.Texture2D D3DDepthStencil => this.bs_D3DDepthStencil;
45                 public SharpDX.Direct3D11.DepthStencilView D3DDepthStencilView => this.bs_D3DDepthStencilView;
46                 public SharpDX.Direct3D11.DepthStencilState D3DDepthStencilState => this.bs_D3DDepthStencilState;
47                 public SharpDX.Direct2D1.Factory2 D2DFactory2 => this.bs_D2DFactory2;
48                 public SharpDX.DirectWrite.Factory DWriteFactory => this.bs_DWriteFactory;
49                 public SharpDX.WIC.ImagingFactory2 WicImagingFactory2 => this.bs_WicImagingFactory2;
50                 public SharpDX.Direct2D1.Device1 D2DDevice1 => this.bs_D2DDevice1;
51                 public SharpDX.Direct2D1.DeviceContext1 D2DContext1 => this.bs_D2DContext1;
52                 public SharpDX.Direct2D1.Bitmap1 D2DRenderTargetBitmap => this.bs_D2DRenderTargetBitmap;
53
54                 public float 拡大率DPXtoPX横方法 => ( this.物理画面サイズpx.Width / this.設計画面サイズdpx.Width );
55                 public float 拡大率DPXtoPX縦方向 => ( this.物理画面サイズpx.Height / this.設計画面サイズdpx.Height );
56                 public float 拡大率PXtoDPX横方法 => ( 1f / this.拡大率DPXtoPX横方法 );
57                 public float 拡大率PXtoDPX縦方法 => ( 1f / this.拡大率DPXtoPX縦方向 );
58                 public SharpDX.Matrix3x2 拡大行列DPXtoPX => SharpDX.Matrix3x2.Scaling( this.拡大率DPXtoPX横方法, this.拡大率DPXtoPX縦方向 );
59                 public SharpDX.Matrix3x2 拡大行列PXtoDPX => SharpDX.Matrix3x2.Scaling( this.拡大率PXtoDPX横方法, this.拡大率PXtoDPX縦方法 );
60                 public SharpDX.Matrix3x2 行列を単位変換するDPXtoPX( SharpDX.Matrix3x2 行列dpx ) => 行列dpx * 拡大行列DPXtoPX;
61                 public SharpDX.Matrix3x2 行列を単位変換するPXtoDPX( SharpDX.Matrix3x2 行列px ) => 行列px * 拡大行列PXtoDPX;
62
63                 public void すべてのリソースを作成する( System.Drawing.Size バックバッファサイズ, IntPtr ウィンドウハンドル )
64                 {
65                         this.物理画面サイズpx = new SharpDX.Size2F( バックバッファサイズ.Width, バックバッファサイズ.Height );
66                         this.ウィンドウハンドル = ウィンドウハンドル;
67
68                         this.すべてのリソースを作成する();
69                 }
70                 protected void すべてのリソースを作成する()
71                 {
72                         // これらが呼び出し前に設定されていること。
73                         Debug.Assert( ( 0f < this.物理画面サイズpx.Width ) && ( 0f < this.物理画面サイズpx.Height ) );
74                         Debug.Assert( IntPtr.Zero != this.ウィンドウハンドル );
75
76                         #region " D2DFactory2 を作成する。"
77                         //-----------------
78                         {
79                                 var デバッグレベル = SharpDX.Direct2D1.DebugLevel.None;
80 #if DEBUG
81                                 // プロジェクトがデバッグビルドに含まれている場合は、Direct2D デバッグレイヤーを SDK レイヤーを介して有効にする。
82                                 デバッグレベル = SharpDX.Direct2D1.DebugLevel.Information;
83 #endif
84                                 this.bs_D2DFactory2 = new SharpDX.Direct2D1.Factory2(
85                                         SharpDX.Direct2D1.FactoryType.SingleThreaded,
86                                         デバッグレベル );
87                         }
88                         //-----------------
89                         #endregion
90                         #region " DWriteFactory を作成する。"
91                         //-----------------
92                         this.bs_DWriteFactory = new SharpDX.DirectWrite.Factory(
93                                 SharpDX.DirectWrite.FactoryType.Shared );
94                         //-----------------
95                         #endregion
96                         #region " WicImagingFactory2 を作成する。"
97                         //-----------------
98                         this.bs_WicImagingFactory2 = new SharpDX.WIC.ImagingFactory2();
99                         //-----------------
100                         #endregion
101
102                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
103
104                         #region " DXGIDeviceManager を作成する。"
105                         //-----------------
106                         this.bs_DXGIDeviceManager = new SharpDX.MediaFoundation.DXGIDeviceManager();
107                         //-----------------
108                         #endregion
109                         #region " D3Dデバイス、スワップチェーンを作成する。"
110                         //----------------
111                         // スワップチェーン desc
112                         var swapChainDesc = new SharpDX.DXGI.SwapChainDescription() {
113                                 BufferCount = 2,
114                                 ModeDescription = new SharpDX.DXGI.ModeDescription() {
115                                         Width = (int) this.物理画面サイズpx.Width,
116                                         Height = (int) this.物理画面サイズpx.Height,
117                                         RefreshRate = new SharpDX.DXGI.Rational( 60, 1 ),
118                                         Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,  // D2D をサポートするなら B8G8R8A8 で。
119                                         Scaling = SharpDX.DXGI.DisplayModeScaling.Stretched,
120                                         ScanlineOrdering = SharpDX.DXGI.DisplayModeScanlineOrder.Progressive,
121                                 },
122                                 IsWindowed = true,
123                                 OutputHandle = ウィンドウハンドル,
124                                 SampleDescription = new SharpDX.DXGI.SampleDescription( 1, 0 ),
125                                 SwapEffect = SharpDX.DXGI.SwapEffect.Discard,
126                                 Usage = SharpDX.DXGI.Usage.RenderTargetOutput,
127                         };
128                         // 機能レベル
129                         var featureLevels = new SharpDX.Direct3D.FeatureLevel[] {
130                                 SharpDX.Direct3D.FeatureLevel.Level_11_0,
131                                 SharpDX.Direct3D.FeatureLevel.Level_10_1,
132                                 SharpDX.Direct3D.FeatureLevel.Level_10_0,
133                         };
134                         // デバイスとスワップチェーンを作成する。
135                         SharpDX.Direct3D11.Device.CreateWithSwapChain(
136                                 SharpDX.Direct3D.DriverType.Hardware,
137                                 SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport,     // D2Dをサポートするなら必須。
138                                 featureLevels,
139                                 swapChainDesc,
140                                 out d3dDevice,
141                                 out this.bs_SwapChain );
142
143                         FDK.Log.Info( "D3Dデバイスとスワップチェーンを生成しました。" );
144                         FDK.Log.Info( $"機能レベル: {d3dDevice.FeatureLevel.ToString()}" );
145                         //----------------
146                         #endregion
147
148                         using( d3dDevice )
149                         {
150                                 // D3D 関連
151                                 #region " D3DDevice が ID3D11VideoDevice を実装してないならエラー。(Win8以降のPCでは実装されているはず。) "
152                                 //-----------------
153                                 using( var videoDevice = d3dDevice.QueryInterfaceOrNull<SharpDX.Direct3D11.VideoDevice>() )
154                                 {
155                                         if( null == videoDevice )
156                                                 throw new FDKException( "Direct3D11デバイスが、ID3D11VideoDevice をサポートしていません。" );
157                                 }
158                                 //-----------------
159                                 #endregion
160                                 #region " マルチスレッドモードを ON に設定する。DXVAを使う場合は必須。"
161                                 //-----------------
162                                 using( var multithread = d3dDevice.QueryInterfaceOrNull<SharpDX.Direct3D.DeviceMultithread>() )
163                                 {
164                                         if( null == multithread )
165                                                 throw new FDKException( "Direct3D11デバイスが、ID3D10Multithread をサポートしていません。" );
166
167                                         multithread.SetMultithreadProtected( true );
168                                 }
169                                 //-----------------
170                                 #endregion
171                                 #region " DXGIデバイスマネージャに D3Dデバイスを登録する。"
172                                 //-----------------
173                                 this.DXGIDeviceManager.ResetDevice( d3dDevice );
174                                 //-----------------
175                                 #endregion
176                                 #region " すべての Windows イベントを無視する。具体的には PrintScreen と Alt+Enter 。"
177                                 //----------------
178                                 using( var factory = this.bs_SwapChain.GetParent<SharpDX.DXGI.Factory>() )
179                                 {
180                                         factory.MakeWindowAssociation( ウィンドウハンドル, SharpDX.DXGI.WindowAssociationFlags.IgnoreAll );
181                                 }
182                                 //----------------
183                                 #endregion
184                                 #region " 深度ステンシルステートを作成する。"
185                                 //----------------
186                                 var DepthSencil = new SharpDX.Direct3D11.DepthStencilStateDescription() {
187                                         IsDepthEnabled = true,  // 深度テストあり
188                                         DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All,     // 書き込む
189                                         DepthComparison = SharpDX.Direct3D11.Comparison.Less,   // 手前の物体を描画
190                                         IsStencilEnabled = false,   // ステンシルテストなし。
191                                         StencilReadMask = 0,    // ステンシル読み込みマスク。
192                                         StencilWriteMask = 0,   // ステンシル書き込みマスク。
193
194                                         // 面が表を向いている場合のステンシル・テストの設定
195                                         FrontFace = new SharpDX.Direct3D11.DepthStencilOperationDescription() {
196                                                 FailOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
197                                                 DepthFailOperation = SharpDX.Direct3D11.StencilOperation.Keep,  // 維持
198                                                 PassOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
199                                                 Comparison = SharpDX.Direct3D11.Comparison.Never,   // 常に失敗
200                                         },
201
202                                         // 面が裏を向いている場合のステンシル・テストの設定
203                                         BackFace = new SharpDX.Direct3D11.DepthStencilOperationDescription() {
204                                                 FailOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
205                                                 DepthFailOperation = SharpDX.Direct3D11.StencilOperation.Keep,  // 維持
206                                                 PassOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
207                                                 Comparison = SharpDX.Direct3D11.Comparison.Always,  // 常に成功
208                                         },
209                                 };
210                                 this.bs_D3DDepthStencilState = new SharpDX.Direct3D11.DepthStencilState( d3dDevice, DepthSencil );
211                                 //----------------
212                                 #endregion
213
214                                 // D2D 関連
215                                 #region " D2DDevice を作成する。"
216                                 //-----------------
217                                 using( var dxgiDevice = d3dDevice.QueryInterfaceOrNull<SharpDX.DXGI.Device>() )
218                                 {
219                                         if( null == dxgiDevice )
220                                                 throw new FDKException( "Direct3D11デバイスが、IDXGIDevice3 をサポートしていません。" );
221
222                                         this.bs_D2DDevice1 = new SharpDX.Direct2D1.Device1( this.D2DFactory2, dxgiDevice );
223                                 }
224                                 //-----------------
225                                 #endregion
226                                 #region " D2Dの既定のコンテキスト D2DContext1 を作成する。"
227                                 //-----------------
228                                 this.bs_D2DContext1 = new SharpDX.Direct2D1.DeviceContext1( this.D2DDevice1, SharpDX.Direct2D1.DeviceContextOptions.None );
229
230                                 // 現在のディスプレイDPI を取得し、D2DContext に設定する。
231                                 this.D2DContext1.DotsPerInch = this.D2DFactory2.DesktopDpi;
232                                 //-----------------
233                                 #endregion
234                         }
235
236                         this.サイズに依存するリソースを作成する();
237                 }
238                 public void すべてのリソースを解放する()
239                 {
240                         FDK.Utilities.解放する( ref this.bs_WicImagingFactory2 );
241                         FDK.Utilities.解放する( ref this.bs_DWriteFactory );
242                         FDK.Utilities.解放する( ref this.bs_D2DFactory2 );
243
244                         // D2D 関連
245                         FDK.Utilities.解放する( ref this.bs_D2DContext1 );
246                         FDK.Utilities.解放する( ref this.bs_D2DDevice1 );
247
248                         // D3D 関連
249                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
250                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
251                         {
252                                 d3dDevice.ImmediateContext?.ClearState();   // デバイスステートをクリアする。
253                         }
254                         this.bs_SwapChain?.SetFullscreenState( fullscreen: false, targetRef: null );    // スワップチェインをウインドウモードにする。
255                         this.サイズに依存するリソースを解放する();
256                         FDK.Utilities.解放する( ref this.bs_D3DDepthStencilState );
257                         FDK.Utilities.解放する( ref this.bs_SwapChain );
258                         FDK.Utilities.解放する( ref this.bs_DXGIDeviceManager );
259                 }
260                 public void サイズに依存するリソースを作成する()
261                 {
262                         #region " スワップチェーンのサイズを変更する。"
263                         //----------------
264                         Debug.Assert( null != this.SwapChain ); // スワップチェーンは、デバイスとともに、すでに生成される。
265                         this.SwapChain.ResizeBuffers(
266                                 bufferCount: 2,
267                                 width: (int) this.物理画面サイズpx.Width,
268                                 height: (int) this.物理画面サイズpx.Height,
269                                 newFormat: SharpDX.DXGI.Format.R8G8B8A8_UNorm,
270                                 swapChainFlags: SharpDX.DXGI.SwapChainFlags.AllowModeSwitch );
271                         //----------------
272                         #endregion
273
274                         // D3D 関連
275                         using( var backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>( this.bs_SwapChain, 0 ) )
276                         {
277                                 var d3dDevice = (SharpDX.Direct3D11.Device) null;
278                                 using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
279                                 {
280                                         #region " RenderTargetView の作成 "
281                                         //----------------
282                                         this.bs_D3DRenderTargetView = new SharpDX.Direct3D11.RenderTargetView( d3dDevice, backBuffer );
283                                         //----------------
284                                         #endregion
285                                         #region " 深度ステンシルテクスチャの作成 "
286                                         //----------------
287                                         var descDepth = backBuffer.Description;
288                                         //descDepth.Width = backBuffer.Description.Width;       → backBuffer に同じ
289                                         //descDepth.Height = backBuffer.Description.Height;     → 同上
290                                         descDepth.MipLevels = 1;    // ミップマップレベル数
291                                         descDepth.ArraySize = 1;    // 配列サイズ
292                                         descDepth.Format = SharpDX.DXGI.Format.D32_Float;   // フォーマット(深度のみ)
293                                         descDepth.Usage = SharpDX.Direct3D11.ResourceUsage.Default; // デフォルト使用法
294                                         descDepth.BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil;    // 深度ステンシル
295                                         descDepth.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;  // CPUからはアクセスしない
296                                         descDepth.OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None;    // その他の設定なし
297                                         this.bs_D3DDepthStencil = new SharpDX.Direct3D11.Texture2D( d3dDevice, descDepth );
298                                         //----------------
299                                         #endregion
300                                         #region " 深度ステンシルビューの作成 "
301                                         //----------------
302                                         var descDSV = new SharpDX.Direct3D11.DepthStencilViewDescription() {
303                                                 Format = descDepth.Format,
304                                                 Dimension = SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D,
305                                                 Flags = SharpDX.Direct3D11.DepthStencilViewFlags.None,
306                                         };
307                                         descDSV.Texture2D.MipSlice = 0;
308                                         this.bs_D3DDepthStencilView = new SharpDX.Direct3D11.DepthStencilView( d3dDevice, this.bs_D3DDepthStencil, descDSV );
309                                         //----------------
310                                         #endregion
311                                         #region " ビューポートの設定 "
312                                         //----------------
313                                         this.bs_D3DViewPort[ 0 ] = new SharpDX.Mathematics.Interop.RawViewportF() {
314                                                 X = 0.0f,
315                                                 Y = 0.0f,
316                                                 Width = (float) backBuffer.Description.Width,
317                                                 Height = (float) backBuffer.Description.Height,
318                                                 MinDepth = 0.0f,
319                                                 MaxDepth = 1.0f,
320                                         };
321                                         //----------------
322                                         #endregion
323                                         #region " テクスチャの共有リソースの作成 "
324                                         //----------------
325                                         FDK.メディア.テクスチャ.共有リソースを作成する( this );
326                                         //----------------
327                                         #endregion
328                                 }
329                         }
330
331                         // D2D 関連
332                         using( var backbuffer =SharpDX.DXGI.Surface.FromSwapChain( this.bs_SwapChain, 0 ) )
333                         {
334                                 #region " D2Dの既定のレンダーターゲットビットマップを作成する。"
335                                 //-----------------
336                                 var dpi = this.D2DContext1.DotsPerInch;
337
338                                 // DXGIスワップチェーンのバックバッファとデータを共有するD2Dターゲットビットマップを作成する。ビューではなく共有リソース。
339                                 this.bs_D2DRenderTargetBitmap = new SharpDX.Direct2D1.Bitmap1(
340                                         this.D2DContext1,   // このコンテキストを通じて、
341                                         backbuffer, // バックバッファとデータを共有する。
342                                         new SharpDX.Direct2D1.BitmapProperties1(
343                                                 new SharpDX.Direct2D1.PixelFormat( backbuffer.Description.Format, SharpDX.Direct2D1.AlphaMode.Premultiplied ),
344                                                 dpi.Width,
345                                                 dpi.Height,
346                                                 SharpDX.Direct2D1.BitmapOptions.Target | SharpDX.Direct2D1.BitmapOptions.CannotDraw ) );
347                                 //-----------------
348                                 #endregion
349                                 #region " テキストのアンチエイリアシングを設定する。Grayscale が、すべての Windows ストアアプリで推奨される。"
350                                 //-----------------
351                                 this.D2DContext1.TextAntialiasMode = SharpDX.Direct2D1.TextAntialiasMode.Grayscale;
352                                 //-----------------
353                                 #endregion
354                         }
355
356                 }
357                 public void サイズに依存するリソースを解放する()
358                 {
359                         // D2D 関連
360                         FDK.Utilities.解放する( ref this.bs_D2DRenderTargetBitmap );
361
362                         // D3D 関連
363                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
364                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
365                         {
366                                 // 描画ターゲットを解除する。
367                                 d3dDevice.ImmediateContext.OutputMerger.ResetTargets();
368
369                                 FDK.メディア.テクスチャ.共有リソースを解放する();
370                                 FDK.Utilities.解放する( ref this.bs_D3DDepthStencilView );
371                                 FDK.Utilities.解放する( ref this.bs_D3DDepthStencil );
372                                 FDK.Utilities.解放する( ref this.bs_D3DRenderTargetView );
373                                 //FDK.Utilities.解放する( ref this.bs_SwapChain ); → スワップチェーンは解放しない(生成・解放はデバイスとセット)。
374
375                                 // (0,0)は、サイズ依存リソース無効の印。
376                                 this.物理画面サイズpx = new SharpDX.Size2F( 0, 0 );
377                         }
378                 }
379                 public void D3Dデバイスが消失していれば再構築する( out bool 異常状態なのでアプリを終了せよ )
380                 {
381                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
382                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
383                         {
384                                 異常状態なのでアプリを終了せよ = false;
385
386                                 var 削除理由 = d3dDevice.DeviceRemovedReason;
387                                 if( 削除理由.Success )
388                                         return;
389
390                                 var エラー詳細 = new[] {
391                                         new { Code = SharpDX.DXGI.ResultCode.DeviceHung.Code, Info = SharpDX.DXGI.ResultCode.DeviceHung.ApiCode, Rebuild = true },
392                                         new { Code = SharpDX.DXGI.ResultCode.DeviceReset.Code, Info = SharpDX.DXGI.ResultCode.DeviceReset.ApiCode, Rebuild = true },
393                                         new { Code = SharpDX.DXGI.ResultCode.DeviceRemoved.Code, Info = SharpDX.DXGI.ResultCode.DeviceRemoved.ApiCode, Rebuild = false },
394                                         new { Code = SharpDX.DXGI.ResultCode.DriverInternalError.Code, Info = SharpDX.DXGI.ResultCode.DriverInternalError.ApiCode, Rebuild = false },
395                                         new { Code = SharpDX.DXGI.ResultCode.InvalidCall.Code, Info = SharpDX.DXGI.ResultCode.InvalidCall.ApiCode, Rebuild = false },
396                                 }.First( ( エラー ) => エラー.Code == 削除理由.Code );  // 見つからないなら System.InvalidOperationException 。
397
398                                 Trace.WriteLine( $"D3Dデバイスが消失しました: {エラー詳細.Info}" );
399
400                                 if( エラー詳細.Rebuild )
401                                 {
402                                         this.すべてのリソースを解放する();
403                                         this.すべてのリソースを作成する();
404                                 }
405                                 else
406                                 {
407                                         異常状態なのでアプリを終了せよ = true;
408                                 }
409                         }
410                 }
411
412                 private float dz( float 高さdpx, float 視野角deg )
413                 {
414                         return (float) ( 高さdpx / ( 4.0 * Math.Tan( SharpDX.MathUtil.DegreesToRadians( 視野角deg / 2.0f ) ) ) );
415                 }
416
417                 #region " バックストア。"
418                 //----------------
419                 private SharpDX.Direct2D1.Factory2 bs_D2DFactory2 = null;
420                 private SharpDX.DirectWrite.Factory bs_DWriteFactory = null;
421                 private SharpDX.WIC.ImagingFactory2 bs_WicImagingFactory2 = null;
422                 private SharpDX.MediaFoundation.DXGIDeviceManager bs_DXGIDeviceManager = null;
423                 private SharpDX.DXGI.SwapChain bs_SwapChain = null;
424                 private SharpDX.Mathematics.Interop.RawViewportF[] bs_D3DViewPort = new SharpDX.Mathematics.Interop.RawViewportF[ 1 ];
425                 private SharpDX.Direct3D11.DepthStencilState bs_D3DDepthStencilState = null;
426                 private SharpDX.Direct3D11.RenderTargetView bs_D3DRenderTargetView = null;
427                 private SharpDX.Direct3D11.Texture2D bs_D3DDepthStencil = null;
428                 private SharpDX.Direct3D11.DepthStencilView bs_D3DDepthStencilView = null;
429                 private SharpDX.Direct2D1.Device1 bs_D2DDevice1 = null;
430                 private SharpDX.Direct2D1.DeviceContext1 bs_D2DContext1 = null;
431                 private SharpDX.Direct2D1.Bitmap1 bs_D2DRenderTargetBitmap = null;
432                 //----------------
433                 #endregion
434         }
435 }