+ // 動的テクスチャの生成\r
+ {\r
+ D3D11_TEXTURE2D_DESC desc = {0};\r
+ desc.Width = 256;\r
+ desc.Height = 256;\r
+ desc.Format = actual_desc_.Format;\r
+ desc.MipLevels = 1;\r
+ desc.SampleDesc.Count = 1;\r
+ desc.SampleDesc.Quality = 0;\r
+ desc.ArraySize = 1;\r
+ desc.Usage = D3D11_USAGE_DEFAULT;\r
+ desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;\r
+ // desc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;\r
+ THROW_IF_ERR(d3d_device_->CreateTexture2D(&desc,NULL,&cube_texture_));\r
+ THROW_IF_ERR(d3d_device_->CreateRenderTargetView(cube_texture_,0,&cube_view_));\r
+\r
+ // 深度バッファの作成\r
+ D3D11_TEXTURE2D_DESC depth = {} ;\r
+ depth.Width = desc.Width;//rc.right - rc.left;client_width_;\r
+ depth.Height = desc.Height;//rc.bottom - rc.top;client_height_;\r
+ depth.MipLevels = 1;\r
+ depth.ArraySize = 1;\r
+ depth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;\r
+ depth.SampleDesc.Count = 1;\r
+ depth.SampleDesc.Quality = 0;\r
+ depth.Usage = D3D11_USAGE_DEFAULT;\r
+ depth.BindFlags = D3D11_BIND_DEPTH_STENCIL;\r
+ depth.CPUAccessFlags = 0;\r
+ depth.MiscFlags = 0;\r
+ THROW_IF_ERR(d3d_device_->CreateTexture2D( &depth, NULL, &cube_depth_texture_ ));\r
+\r
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsv = {};\r
+ dsv.Format = depth.Format;\r
+ dsv.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;\r
+ dsv.Texture2D.MipSlice = 0;\r
+ THROW_IF_ERR(d3d_device_->CreateDepthStencilView( cube_depth_texture_, &dsv, &cube_depth_view_ ));\r
+ THROW_IF_ERR(d3d_device_->CreateShaderResourceView(cube_texture_,0,&cube_shader_res_view_));\r
+\r
+ D3D11_SAMPLER_DESC sdesc = {};\r
+ sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;\r
+ sdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;\r
+ sdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;\r
+ sdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;\r
+ sdesc.ComparisonFunc = D3D11_COMPARISON_NEVER;\r
+ sdesc.MinLOD = 0;\r
+ sdesc.MaxLOD = D3D11_FLOAT32_MAX;\r
+ THROW_IFERR(d3d_device_->CreateSamplerState( &sdesc, &cube_sampler_state_ ));\r
+ cube_mat_projection_ = XMMatrixPerspectiveFovLH( XM_PIDIV4, /*(rc.right - rc.left)/(rc.bottom - rc.top)*/256 / 256, 0.01f, 100.0f );\r
+\r
+ }\r
+ // \r
+\r