{
get
{
- 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 ) ) );
+ 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 ) ) );
var カメラの注視点 = new SharpDX.Vector3( 0f, 0f, 0f );
var カメラの上方向 = new SharpDX.Vector3( 0f, 1f, 0f );
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 );
{
get
{
- float dz = this.dz( this.設計画面サイズdpx.Height, this.視野角deg );
+ float dz = this._dz( this.設計画面サイズdpx.Height, this.視野角deg );
var mat = SharpDX.Matrix.PerspectiveFovLH(
SharpDX.MathUtil.DegreesToRadians( 視野角deg ),
設計画面サイズdpx.Width / 設計画面サイズdpx.Height, // アスペクト比
}
private SharpDX.Direct2D1.Factory2 _D2DFactory2 = null;
+
private SharpDX.DirectWrite.Factory _DWriteFactory = null;
+
private SharpDX.WIC.ImagingFactory2 _WicImagingFactory2 = null;
+
private SharpDX.MediaFoundation.DXGIDeviceManager _DXGIDeviceManager = null;
+
private SharpDX.DXGI.SwapChain1 _SwapChain1 = null;
+
private SharpDX.Mathematics.Interop.RawViewportF[] _D3DViewPort = new SharpDX.Mathematics.Interop.RawViewportF[ 1 ];
+
private SharpDX.Direct3D11.DepthStencilState _D3DDepthStencilState = null;
+
private SharpDX.Direct3D11.RenderTargetView _D3DRenderTargetView = null;
+
private SharpDX.Direct3D11.Texture2D _D3DDepthStencil = null;
+
private SharpDX.Direct3D11.DepthStencilView _D3DDepthStencilView = null;
+
private SharpDX.Direct3D11.DeviceDebug _D3DDeviceDebug = null;
+
private SharpDX.Direct2D1.Device1 _D2DDevice1 = null;
+
private SharpDX.Direct2D1.DeviceContext1 _D2DContext1 = null;
+
private SharpDX.Direct2D1.Bitmap1 _D2DRenderTargetBitmap = null;
- private float dz( float 高さdpx, float 視野角deg )
+ private float _dz( float 高さdpx, float 視野角deg )
{
return (float) ( 高さdpx / ( 4.0 * Math.Tan( SharpDX.MathUtil.DegreesToRadians( 視野角deg / 2.0f ) ) ) );
}