私は完全にアイデアがありません。
私は OpenGL ES 2.0 プログラミング ガイド ブックを持っています。Apple のテンプレート OpenGL ES 2.0 コードを持っています。次のページをフォローしました: http://open.gl/drawing
単純な三角形を描画できないようです。何が間違っているのかわかりません。
注: Apple のテンプレート コードと同様に、GLKView のサブクラスである GameViewController.xib ファイルもあります。
私の頂点シェーダー:
attribute vec4 position;
void main()
{
gl_Position = position;
}
私のフラグメントシェーダー:
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
私の GameViewController ヘッダー ファイル:
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
@interface GameViewController : GLKViewController
@end
私の GameViewController 実装ファイル:
#import "GameViewController.h"
const GLfloat vertices[] =
{
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};
// Class extension to keep data private
@interface GameViewController()
{
// vertex buffer object
GLuint vbo;
// vertex array object
GLuint vao;
// shader program
GLuint shaderProgram;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
@end
@implementation GameViewController
// setup our OpenGL context
-(void)viewDidLoad
{
[super viewDidLoad];
[self setupContext];
// -------------------------------------------------------------
// create a vertex array object that will hold
// all the linking between attributes and vertex data
// -------------------------------------------------------------
[self createVertexArrayObject];
[self createVertexBufferObject];
[self loadShaders];
[self checkErrors];
}
-(void)checkErrors
{
GLenum error = glGetError();
switch (error) {
case GL_NO_ERROR:
NSLog(@"No errors");
break;
case GL_INVALID_ENUM:
NSLog(@"An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_VALUE:
NSLog(@"A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_OPERATION:
NSLog(@"The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
NSLog(@"The frameBuffer object is not complete. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_OUT_OF_MEMORY:
NSLog(@"There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.");
break;
case GL_STACK_UNDERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to underflow.");
break;
case GL_STACK_OVERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to overflow.");
break;
default:
break;
}
}
#pragma mark - Setup Context -
-(void)setupContext
{
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if(!self.context)
{
NSLog(@"Failed to create OpenGL ES Context");
}
// tell our view the context is an OpenGL context
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[EAGLContext setCurrentContext:self.context];
self.effect = [[GLKBaseEffect alloc] init];
glEnable(GL_DEPTH_TEST);
}
#pragma mark - Vertex Array Object Methods -
-(void)createVertexArrayObject
{
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
}
#pragma mark - Create Vertex Buffer Object Method -
-(void)createVertexBufferObject;
{
glGenBuffers(1, &vbo); // Generate 1 memory buffer for the VBO
// Make our VBO the current buffer object to receive data
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// -------------------------------------------------------------
// Start copying data to our VBO
//
// GL_STATIC_DRAW will upload once and drawn many times
// -------------------------------------------------------------
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
#pragma mark - Shader Code -
-(void)loadShaders
{
// load both vertex shader and fragment shader
GLuint vertexShader = [self compileVertexShader];
GLuint fragmentShader = [self compileFragmentShader];
// create a shader program from the vertex shader and fragment shader
shaderProgram = [self combineVertexShader:vertexShader AndFragmentShader:fragmentShader];
// linking vertex data and attributes
GLint positionAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionAttrib);
}
-(GLuint)compileVertexShader
{
// get the path to the shader file as a C string
const GLchar *vertexShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderPath, NULL);
glCompileShader(vertexShader);
// Checking if shader compiled properly
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Vertex shader compiled correctly");
}
else
{
NSLog(@"Vertex shader compiled failed");
}
GLint logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(vertexShader, logLength, &logLength, log);
NSLog(@"Vertex Shader compile log:\n%s", log);
free(log);
}
return vertexShader;
}
-(GLuint)compileFragmentShader
{
// get the path to the shader as a C string
const GLchar *fragmentShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderPath, NULL);
glCompileShader(fragmentShader);
// Checking if shader compiled properly
GLint status;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Fragment shader compiled correctly");
}
else
{
NSLog(@"Fragment shader compiled failed");
}
GLint logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(fragmentShader, logLength, &logLength, log);
NSLog(@"Fragment Shader compile log:\n%s", log);
free(log);
}
return fragmentShader;
}
-(void)linkProgram:(GLuint)paramShaderProgram
{
// link shader to program now and become active shader program
glLinkProgram(paramShaderProgram);
GLint status;
// test if the program linked correctly
glGetProgramiv(paramShaderProgram, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Shader program linked correctly");
}
else
{
NSLog(@"Shader program linked failed");
}
}
-(void)validateProgram:(GLuint)paramShaderProgram
{
GLint status, logLength;
glValidateProgram(paramShaderProgram);
glGetProgramiv(paramShaderProgram, GL_VALIDATE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Shader program validated correctly");
}
else
{
NSLog(@"Shader program validate failed");
}
glGetProgramiv(paramShaderProgram, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(paramShaderProgram, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
}
-(GLuint)combineVertexShader:(GLuint)paramVertexShader AndFragmentShader:(GLuint)paramFragmentShader
{
GLuint newShaderProgram = glCreateProgram();
glAttachShader(newShaderProgram, paramVertexShader);
glAttachShader(newShaderProgram, paramFragmentShader);
[self linkProgram:newShaderProgram];
[self validateProgram:newShaderProgram];
// start using shader now, will use the active shader program
glUseProgram(newShaderProgram);
return newShaderProgram;
}
#pragma mark - GLKViewController Render Delegate Methods -
-(void)setupViewport
{
glViewport(0, 0, self.view.bounds.size.width, self.view.bounds.size.height);
self.effect.transform.projectionMatrix = GLKMatrix4MakeOrtho(-3, 3, -2, 2, 1, -1);
}
-(void)update
{
[self setupViewport];
}
-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 3);
}
#pragma mark - Cleanup Memory -
-(void)tearDownContext
{
[EAGLContext setCurrentContext:self.context];
// delete vertex buffer object and vertex array object
glDeleteBuffers(1, &vbo);
glDeleteVertexArraysOES(1, &vao);
// delete shader program
if(shaderProgram)
{
glDeleteProgram(shaderProgram);
shaderProgram = 0;
}
// unset OpenGL context
if ([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
-(void)dealloc
{
[self tearDownContext];
}
-(void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if([self isViewLoaded] && self.view.window == nil)
{
self.view = nil;
[self tearDownContext];
if([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated
}
@end
表示されるのは、色をクリアした灰色の背景画面だけです。
誰かが私が間違っていた場所を指摘できれば、それは素晴らしいことです.
編集
Ray のサイトに対する私の個人的な嫌悪感は脇に置いて、弾丸をかむことにしました。次のチュートリアルを実行しました。
http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial
このチュートリアルでは、学習者が独自のフレーム バッファーとレンダー バッファーを作成し、それらを画面に表示するため、余分なボーナスである GLKit を使用しません。
これは GLKit を使用するよりも OpenGL ES 2.0 パイプラインに近いと思います。
Ricardo が示唆したように、現時点で GLKit を使用することは、その価値よりも理解するためのより多くの努力です。
また、Apple のテンプレート コードに従おうとするのではなく、上記の Ray の Web サイトのチュートリアル リンクを使用して、実際に動作するプログラムを作成することを強くお勧めします。
私の場合、Apple のテンプレート コードと本は矛盾が多すぎて、多くの時間を無駄にしました。
また、GLKit メソッドの使用にまだ興味がある人のために、GLKit を使用して解決しました。
解決策は、投影マトリックスの設定と、正しい頂点シェーダー位置属性の場所のバインドの組み合わせでした。
また、私が指摘したい非常に重要な注意事項は次のとおりです。
ターゲットのコピー バンドル リソースに頂点シェーダーとフラグメント シェーダーがあることを確認してください!
三角形が黒色になった時点で、フラグメント シェーダー ファイルに何を入力しても、三角形の色を変更できませんでした。問題は、これらのシェーダー ファイルがデフォルトでバンドル リソースにコピーされないことでした。
とにかく、私の作業中の更新されたコードは以下に完全に提供されています:
#import "GameViewController.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
const GLfloat vertices[] =
{
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};
// Class extension to keep data private
@interface GameViewController()
{
// vertex buffer object
GLuint vbo;
// vertex array object
GLuint vao;
// shader program
GLuint shaderProgram;
GLKMatrix4 modelViewProjectionMatrix;
GLKMatrix3 normalMatrix;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
@end
@implementation GameViewController
// setup our OpenGL context
-(void)viewDidLoad
{
[super viewDidLoad];
[self setupContext];
[self loadShaders];
// -------------------------------------------------------------
// create a vertex array object that will hold
// all the linking between attributes and vertex data
// -------------------------------------------------------------
[self createVertexArrayObject];
[self createVertexBufferObject];
[self linkAttributes];
[self checkErrors];
}
-(void)checkErrors
{
GLenum error = glGetError();
switch (error) {
case GL_NO_ERROR:
NSLog(@"No errors");
break;
case GL_INVALID_ENUM:
NSLog(@"An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_VALUE:
NSLog(@"A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_OPERATION:
NSLog(@"The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
NSLog(@"The frameBuffer object is not complete. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_OUT_OF_MEMORY:
NSLog(@"There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.");
break;
case GL_STACK_UNDERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to underflow.");
break;
case GL_STACK_OVERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to overflow.");
break;
default:
break;
}
}
#pragma mark - Setup Context -
-(void)setupContext
{
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if(!self.context)
{
NSLog(@"Failed to create OpenGL ES Context");
}
// tell our view the context is an OpenGL context
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[EAGLContext setCurrentContext:self.context];
self.effect = [[GLKBaseEffect alloc] init];
//glEnable(GL_DEPTH_TEST);
}
#pragma mark - Vertex Array Object Methods -
-(void)createVertexArrayObject
{
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
}
#pragma mark - Create Vertex Buffer Object Method -
-(void)createVertexBufferObject;
{
glGenBuffers(1, &vbo); // Generate 1 memory buffer for the VBO
// Make our VBO the current buffer object to receive data
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// -------------------------------------------------------------
// Start copying data to our VBO
//
// GL_STATIC_DRAW will upload once and drawn many times
// -------------------------------------------------------------
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
-(void)linkAttributes
{
/*
// linking vertex data and attributes
GLint positionAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(positionAttrib);
*/
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribPosition);
glBindVertexArrayOES(0);
}
#pragma mark - Shader Code -
-(void)loadShaders
{
shaderProgram = glCreateProgram();
// load both vertex shader and fragment shader
GLuint vertexShader = [self compileVertexShader];
GLuint fragmentShader = [self compileFragmentShader];
// create a shader program from the vertex shader and fragment shader
[self combineVertexShader:vertexShader AndFragmentShader:fragmentShader];
[self linkProgram:shaderProgram];
// Release vertex and fragment shaders.
if (vertexShader) {
glDetachShader(shaderProgram, vertexShader);
glDeleteShader(vertexShader);
}
if (fragmentShader) {
glDetachShader(shaderProgram, fragmentShader);
glDeleteShader(fragmentShader);
}
//NSLog(@"uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] before = %d", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX]);
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(shaderProgram, "modelViewProjectionMatrix");
//NSLog(@"uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] after = %d", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX]);
}
-(GLuint)compileVertexShader
{
// get the path to the shader file as a C string
const GLchar *vertexShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderPath, NULL);
glCompileShader(vertexShader);
// Checking if shader compiled properly
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Vertex shader compiled correctly");
}
else
{
NSLog(@"Vertex shader compiled failed");
}
GLint logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(vertexShader, logLength, &logLength, log);
NSLog(@"Vertex Shader compile log:\n%s", log);
free(log);
}
return vertexShader;
}
-(GLuint)compileFragmentShader
{
// get the path to the shader as a C string
const GLchar *fragmentShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderPath, NULL);
glCompileShader(fragmentShader);
// Checking if shader compiled properly
GLint status;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Fragment shader compiled correctly");
}
else
{
NSLog(@"Fragment shader compiled failed");
}
GLint logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(fragmentShader, logLength, &logLength, log);
NSLog(@"Fragment Shader compile log:\n%s", log);
free(log);
}
return fragmentShader;
}
-(void)combineVertexShader:(GLuint)paramVertexShader AndFragmentShader:(GLuint)paramFragmentShader
{
glAttachShader(shaderProgram, paramVertexShader);
glAttachShader(shaderProgram, paramFragmentShader);
glBindAttribLocation(shaderProgram, GLKVertexAttribPosition, "position");
//[self validateProgram:shaderProgram];
}
-(void)linkProgram:(GLuint)paramShaderProgram
{
// link shader to program now and become active shader program
glLinkProgram(paramShaderProgram);
GLint status;
// test if the program linked correctly
glGetProgramiv(paramShaderProgram, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Shader program linked correctly");
}
else
{
NSLog(@"Shader program linked failed");
}
GLint logLength;
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(shaderProgram, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
}
-(void)validateProgram:(GLuint)paramShaderProgram
{
GLint status, logLength;
glValidateProgram(paramShaderProgram);
glGetProgramiv(paramShaderProgram, GL_VALIDATE_STATUS, &status);
if(status == GL_TRUE)
{
NSLog(@"Shader program validated correctly");
}
else
{
NSLog(@"Shader program validate failed");
}
glGetProgramiv(paramShaderProgram, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(paramShaderProgram, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
}
#pragma mark - GLKViewController Render Delegate Methods -
-(void)setupViewport
{
//float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
//GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 1.0f, -10.0f);
GLKMatrix4 projectionMatrix = GLKMatrix4MakeOrtho(-1, 1, -1, 1, 1, -1);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 0.0f);
self.effect.transform.modelviewMatrix = modelViewMatrix;
modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, GL_FALSE, modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, normalMatrix.m);
}
-(void)update
{
[self setupViewport];
}
-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArrayOES(vao);
[self.effect prepareToDraw];
glUseProgram(shaderProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
#pragma mark - Cleanup Memory -
-(void)tearDownContext
{
[EAGLContext setCurrentContext:self.context];
// delete vertex buffer object and vertex array object
glDeleteBuffers(1, &vbo);
glDeleteVertexArraysOES(1, &vao);
// delete shader program
if(shaderProgram)
{
glDeleteProgram(shaderProgram);
shaderProgram = 0;
}
// unset OpenGL context
if ([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
-(void)dealloc
{
[self tearDownContext];
}
-(void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if([self isViewLoaded] && self.view.window == nil)
{
self.view = nil;
[self tearDownContext];
if([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated
}
@end
それが他のみんなに役立つことを願っています。