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# ²èÁü¤ò¥Í¥Ã¥È¤«¤éÆɤ߹þ¤à¥Æ¥¹¥È¤½¤Î1 require 'open-uri' require 'dxruby' uri = "http://www.geocities.jp/mieki256jp/resource/_dxruby_image_ufo.png" fn = File.basename(uri) unless File.exist?(fn) # ¥«¥ì¥ó¥È¥Õ¥©¥ë¥ÀÆâ¤Ë²èÁü¤¬Ìµ¤¤¤Î¤Ç¥À¥¦¥ó¥í¡¼¥É puts "not found #{fn}" puts "download #{uri}" src = open(uri) dst = open(fn, "wb") dst.write(src.read()) dst.close() src.close() else puts "found #{fn}" end img = Image.load(fn) Window.loop do break if Input.keyPush?(K_ESCAPE) Window.draw(0, 0, img) end
_http_access_test2.rb
# ²èÁü¤ò¥Í¥Ã¥È¤«¤éÆɤ߹þ¤à¥Æ¥¹¥È¤½¤Î2 require 'net/http' require 'uri' require 'dxruby' uri = URI("http://www.geocities.jp/mieki256jp/resource/_dxruby_image_sprite1.png") fn = File.basename(uri.path) unless File.exist?(fn) # ¥«¥ì¥ó¥È¥Õ¥©¥ë¥ÀÆâ¤Ë²èÁü¤¬Ìµ¤±¤ì¤Ð¥À¥¦¥ó¥í¡¼¥É puts "not found #{fn}" puts "download #{uri.host} #{uri.path}" http = Net::HTTP.new(uri.host) response = http.get(uri.path) image = response.body file = open(fn, "wb") file.write(image) file.close() else puts "found #{fn}" end img = Image.load(fn) Window.loop do break if Input.keyPush?(K_ESCAPE) Window.draw(0, 0, img) end
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sampler Samp0 = sampler_state { Texture =<tex0>; // ¤³¤Ã¤Á¤À¤È²èÌ̤¬¥Á¥é¥Á¥é¤¹¤ë (¡Ž¥¦ØŽ¥¡®) // MinFilter = LINEAR; // MagFilter = LINEAR; // MipFilter = LINEAR; // ¤³¤Ã¤Á¤Ê¤é¥Á¥é¥Á¥é¤·¤Ê¤¤ MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = WRAP; AddressV = WRAP; };¤«¤Ê¤ê²þÁ±¤µ¤ì¤¿¡£¤¿¤À¡¢¤³¤ì¤Ç¤â¤Þ¤À¡¢¥Á¥é¥Á¥é¤·¤Æ¤ë¤±¤É¡Ä¡£
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# Shader¤ò»È¤Ã¤Æ¥é¥¹¥¿¥¹¥¯¥í¡¼¥ë¤Î¥Æ¥¹¥È # Å·°æ¡¢ÊÉ¡¢¾²¤ò¥é¥¹¥¿¡¼¥¹¥¯¥í¡¼¥ë¤µ¤»¤ë¤Ã¤Ý¤¤´¶¤¸¤Î½èÍý require 'dxruby' hlsl = <<EOS float2 size; float d; float dd; texture tex0; sampler Samp0 = sampler_state { Texture =<tex0>; // ¤³¤Ã¤Á¤À¤È²èÌ̤¬¥Á¥é¥Á¥é¤¹¤ë (¡Ž¥¦ØŽ¥¡®) // MinFilter = LINEAR; // MagFilter = LINEAR; // MipFilter = LINEAR; // ¤³¤Ã¤Á¤Ê¤é¥Á¥é¥Á¥é¤·¤Ê¤¤ MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = WRAP; AddressV = WRAP; }; struct PixelIn { float2 UV : TEXCOORD0; }; struct PixelOut { float4 Color : COLOR0; }; PixelOut PS1(PixelIn input) { PixelOut output; input.UV.x = input.UV.x + ((d + (d * input.UV.y * dd)) / size.x); output.Color = tex2D( Samp0, input.UV ); return output; } PixelOut PS2(PixelIn input) { PixelOut output; input.UV.x = input.UV.x + ((d + (d * (1.0 - input.UV.y) * dd)) / size.x); output.Color = tex2D( Samp0, input.UV ); return output; } PixelOut PS3(PixelIn input) { PixelOut output; input.UV.x = input.UV.x + d / size.x; output.Color = tex2D( Samp0, input.UV ); return output; } // float4 PS(float2 input : TEXCOORD0) : COLOR0 // { // float4 output; // // input.x -= ((d / size.x) + ((d / size.x) * input.y * dd)); // input.x = input.x - ((d + (d * input.y * dd)) / size.x); // output = tex2D( Samp0, input); // return output; // } technique FloorScroll { pass P0 { PixelShader = compile ps_2_0 PS1(); } } technique CeilingScroll { pass P0 { PixelShader = compile ps_2_0 PS2(); } } technique WallScroll { pass P0 { PixelShader = compile ps_2_0 PS3(); } } EOS core = Shader::Core.new(hlsl, {:size=>:float, :d=>:float, :dd=>:float}) shader1 = Shader.new(core, "CeilingScroll") shader2 = Shader.new(core, "WallScroll") shader3 = Shader.new(core, "FloorScroll") # ²èÁü¤ËÂФ·¤Æ¥é¥ó¥À¥à¤Ë¥É¥Ã¥È¤òÂÇ¤Ä def plot_random_dot(image) dt = [[10, [255, 0, 64, 255]], [5, [255, 0, 255, 255]], [3, [255, 255, 255, 255]]] srand(0) image.height.times do |y| # next if y % 2 != 0 dt.each do |d| d[0].times {|i| image[rand(image.width), y] = d[1]} end end end image1 = Image.new(640, 150, [0, 0, 0, 0]) # Å·°æ image2 = Image.new(640, 180, [0, 0, 0, 0]) # ÊÉ image3 = Image.new(640, 150, [0, 0, 0, 0]) # ¾² plot_random_dot(image1) plot_random_dot(image2) plot_random_dot(image3) shader1.size = [image1.width, image1.height] shader1.d = 0 shader1.dd = 2.0 # y¤¬1¥É¥Ã¥È¿Ê¤à¤´¤È¤Ë¤Ä¤±¤ë³ÑÅÙ shader2.size = [image2.width, image2.height] shader2.d = 0 shader2.dd = 0 shader3.size = [image3.width, image3.height] shader3.d = 0 shader3.dd = 16.0 # Window.fps = 10 x = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) x += 1 shader1.d = x # ¥¹¥¯¥í¡¼¥ëÎ̤ò»ØÄê shader2.d = x shader3.d = x y = 0 Window.draw_shader(0, y, image1, shader1) y += image1.height Window.draw_shader(0, y, image2, shader2) y += image2.height Window.draw_shader(0, y, image3, shader3) endHLSL¤Ë¤Ä¤¤¤Æ¤Ï¡¢¥µ¥ó¥×¥ë¥¹¥¯¥ê¥×¥È¤ò¥³¥Ô¥Ú¤·¤Æ¡¢¿ô¹Ô½ñ¤´¹¤¨¤Æ¤ë¤À¤±¤Ê¤Î¤Ç¡Ä¡£¥µ¥ó¥×¥ë¤ÈƱÍÍ¤Ë Public Doamin ¤È¤·¤Æ°·¤Ã¤Æ¤¯¤ì¤ì¤Ð¡¢¤È¡£
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require 'dxruby' # Shader¤ò»È¤Ã¤Æ¥é¥¹¥¿¥¹¥¯¥í¡¼¥ë¤µ¤»¤ë¥¯¥é¥¹ # # ±§Ãè¶õ´Ö¤Ã¤Ý¤¤BG²èÁü¤ò¥é¥¹¥¿¡¼¥¹¥¯¥í¡¼¥ë¤µ¤»¤ë # class StarRasterScrollShader < DXRuby::Shader hlsl = <<EOS float2 size; // ²èÁü¥µ¥¤¥º float d; // ¥¹¥¯¥í¡¼¥ë°ÌÃÖ float spd; // ¥é¥¹¥¿¡¼Ëè¤ÎÊѲ½ÎÌ float afactor; // ¥¢¥ë¥Õ¥¡ÃÍ texture tex0; // ¥é¥¹¥¿¡¼Ëè¤Î¥¹¥¯¥í¡¼¥ëÎÌ¡£16¥é¥¹¥¿¡¼¤º¤Ä·«¤êÊÖ¤· float dd[16] = {0, 8, 4, 12, 2, 10, 6, 14, 1, 9, 5, 13, 3, 11, 7, 15}; sampler Samp0 = sampler_state { Texture =<tex0>; // ¤³¤Ã¤Á¤À¤È²èÌÌ¥Á¥é¥Á¥é // MinFilter = LINEAR; // MagFilter = LINEAR; // MipFilter = LINEAR; // ¤³¤Ã¤Á¤Ê¤é¥Á¥é¥Á¥é¤·¤Ê¤¤ MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = WRAP; AddressV = WRAP; }; struct PixelIn { float2 UV : TEXCOORD0; }; struct PixelOut { float4 Color : COLOR0; }; PixelOut PS(PixelIn input) { PixelOut output; input.UV.x += ((d + (d * spd * dd[fmod(input.UV.y * size.y, 16)])) / size.x); output.Color = tex2D( Samp0, input.UV ); output.Color.a *= afactor; return output; } technique StarRasterScroll { pass P0 { PixelShader = compile ps_2_0 PS(); } } EOS @@core = DXRuby::Shader::Core.new(hlsl, { :size => :float, :d => :float, :spd => :float, :afactor => :float }) attr_accessor :speed # # ½é´ü²½½èÍý # # @param [float] speed ¥¹¥¯¥í¡¼¥ë®ÅÙ # @param [float] v ¥é¥¹¥¿¡¼Ëè¤Î®ÅÙÊѲ½ÎÌ¡£Â礤¯¤¹¤ë¤È®ÅÙº¹¤¬Â礤¯¤Ê¤ë # @param [int] width ²èÌ̲£Éý¡£¾Êά¤¹¤ë¤È¥¦¥¤¥ó¥É¥¦²£Éý # @param [int] height ²èÌ̽ÄÉý¡£¾Êά¤¹¤ë¤È¥¦¥¤¥ó¥É¥¦½ÄÉý # def initialize(speed=1, v=0.4, width=nil, height=nil) super(@@core, "StarRasterScroll") w, h = Window.width, Window.height w = width if width h = height if height self.size = [w, h] self.d = 0.0 self.spd = v self.afactor = 1.0 @speed = speed end # # ¥¹¥¯¥í¡¼¥ëÃ͹¹¿·½èÍý # def update self.d += @speed end # # ¥¹¥¯¥í¡¼¥ëÃͽé´ü²½ # def reset_scroll self.d = 0 end # # ¥¹¥¯¥í¡¼¥ë®ÅÙÊѹ¹ # # @param [float] speed ¥¹¥¯¥í¡¼¥ë®ÅÙ # @param [float] v ¥é¥¹¥¿¡¼Ëè¤Î®ÅÙÊѲ½ÎÌ¡£Â礤¯¤¹¤ë¤È®ÅÙº¹¤¬Â礤¯¤Ê¤ë # def set_speed(speed=1, v=0.4) @speed = speed self.spd = v end # # ¥¢¥ë¥Õ¥¡ÃÍÊѹ¹ # # @param [float] v ¥¢¥ë¥Õ¥¡ÃÍ¡¢0.0¤ÇÆ©ÌÀ¡¢1.0¤ÇÉÔÆ©ÌÀ # def set_alpha(v) self.afactor = v end # # À±¤¬ÉÁ¤«¤ì¤¿ÇØ·ÊÍѲèÁü¤òºîÀ®¤·¤ÆÊÖ¤¹ # # @param [int] width ²èÁü²£Éý(¾Êά»þ¤ÏWindow²£Éý) # @param [int] height ²èÁü½ÄÉý(¾Êά»þ¤ÏWindow½ÄÉý) # @param [int] num »¶ÉÛ¤¹¤ë¥É¥Ã¥È¿ô # @param [bool] len_sync true¤Ê¤éÀþ¤ÎŤµ¤ò¥é¥¹¥¿¡¼¥¹¥¯¥í¡¼¥ë®Å٤˹ç¤ï¤»¤ë # ¥Ç¥Õ¥©¥ë¥È¤Ïfalse # # @return [Image] ºîÀ®¤·¤¿²èÁü(Image) # def get_star_image(width=nil, height=nil, num=0x3fff, len_sync=false) width = Window.width unless width height = Window.height unless height img = Image.new(width, height, [0, 0, 0, 0]) srand(0) # ®Å٥ơ¼¥Ö¥ë(16¥é¥¹¥¿¡¼Ê¬) spdtbl = [0, 8, 4, 12, 2, 10, 6, 14, 1, 9, 5, 13, 3, 11, 7, 15] # ®ÅÙ¤ÈÂбþ¤·¤¿Àþ¤ÎŤµ wtbl = [5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 12, 24, 36, 480] # ¥É¥Ã¥È¤Î¿§¥Ç¡¼¥¿(3¿§¤Ë·è¤áÂǤÁ) colordata = [[0, 47, 191], [69, 119, 209], [180, 191, 227]] # ²èÁü¤ËÂФ·¤Æ¥é¥ó¥À¥à¤ËÀþ¤ò°ú¤¯ img.height.times do |y| # next if y % 16 != 0 and y % 16 != 1 ymod = y % spdtbl.length if len_sync # ¥é¥¹¥¿¡¼Ëè¤Î¥¹¥¯¥í¡¼¥ë®ÅÙ¤ÈÂбþ¤·¤¿Àþ¤ÎŤµ¤Ë¤¹¤ë¾ì¹ç w = wtbl[spdtbl[ymod]] else # ¥é¥¹¥¿¡¼Ëè¤Î¥¹¥¯¥í¡¼¥ë®ÅÙ¤ÈÂбþ¤·¤Æ¤Ê¤¤Àþ¤ÎŤµ¤Ë¤¹¤ë¾ì¹ç w = wtbl[ymod] end b = ((spdtbl[ymod] + 1) / spdtbl.length.to_f) * 0.5 + 0.5 if w == wtbl[-1] w = rand(w) + wtbl[0] b *= (rand(70) + 31) / 100.0 end l = ((spdtbl.length - ymod) * 0.75).to_i l = 1 if l == 0 l.times do |i| x = rand(img.width - w) if w <= 8 wt = [[x, w], [x + 1, w - 2], [x + 2, w - 4]] else wt = [[x, w], [x + w * 0.08, w * 0.84], [x + w * 0.16, w * 0.68]] end colordata.each_with_index do |d, i| lx, lw = wt[i] img.line(lx, y, lx + lw, y, [d[0] * b, d[1] * b, d[2] *b]) break if i== 1 and wt[i][0] == wt[i+1][0] end end end # ²èÁü¤ËÂФ·¤Æ¥é¥ó¥À¥à¤ËÅÀ¤òÂÇ¤Ä num.times do |i| c = colordata[rand(3)] b = rand(50) / 100.0 + 0.5 img[rand(img.width), rand(img.height)] = [c[0] * b, c[1] * b, c[2] * b] end return img end # # Æ°ºî³ÎǧÍÑ¡£¿âľ¤ÊÀþ¤ò°ú¤¤¤¿²èÁü¤òºîÀ®¤·¤ÆÊÖ¤¹ # # @param [int] width ²èÁü²£Éý(¾Êά»þ¤ÏWindow²£Éý) # @param [int] height ²èÁü½ÄÉý(¾Êά»þ¤ÏWindow½ÄÉý) # # @return [Image] ºîÀ®¤·¤¿²èÁü(Image) # def get_vertical_line_image(width=nil, height=nil) width = Window.width unless width height = Window.height unless height img = Image.new(width, height, [0, 0, 0, 0]) img.line(0, 0, 0, img.height, C_WHITE) return img end end if __FILE__ == $0 # Æ°ºî¥Æ¥¹¥È¡£»È¤¤Êý spd = 1 # ¥¹¥¯¥í¡¼¥ë®ÅÙ spd_sub = 0.5 # ¥é¥¹¥¿¡¼Ëè¤Î¥¹¥¯¥í¡¼¥ë®ÅÙº¹ # Window.resize(1280, 720) # Window.fps = 10 # "Window.scale = 2.0 # ¥¹¥¯¥í¡¼¥ë®ÅÙ¤òÅϤ·¤ÆÀ¸À® shader = StarRasterScrollShader.new(spd, spd_sub, Window.width, Window.height) # À±²èÁü¤òÀ¸À®¡¦¼èÆÀ(°ú¿ô̵¤·¤Ê¤éWindow¤Î¥µ¥¤¥º¤Çºî¤ë) img_nosync = shader.get_star_image(Window.width, Window.height, 0x3fff, false) img_sync = shader.get_star_image(Window.width, Window.height, 0x3fff, true) # Æ°ºî¥Æ¥¹¥ÈÍÑ¡£¿âľÀþ²èÁü¤òÀ¸À®¡¦¼èÆÀ img_vline = shader.get_vertical_line_image(Window.width, Window.height) alpha_chg = false framecnt = 0 # ¥á¥¤¥ó¥ë¡¼¥× Window.loop do break if Input.keyPush?(K_ESCAPE) # ¥¹¥¯¥í¡¼¥ëÃ͹¹¿· shader.update # ÉÁ²è if Input.keyDown?(K_X) # X¥¡¼¤Ç¿âľÀþ¤òɽ¼¨ Window.draw_shader(0, 0, img_vline, shader) elsif Input.keyDown?(K_Z) # Z¥¡¼¤Ç¥¹¥¯¥í¡¼¥ë®ÅÙ¤ÈÂбþ¤·¤¿À±²èÁü¤òɽ¼¨ Window.draw_shader(0, 0, img_sync, shader) else Window.draw_shader(0, 0, img_nosync, shader) end # ---------------------------------------- # °Ê²¼¤ÏÆ°ºî¥Æ¥¹¥ÈÍÑ # # F¥¡¼ : ¥Õ¥ë¥¹¥¯¥ê¡¼¥óɽ¼¨ # C¥¡¼ : ¥¹¥¯¥í¡¼¥ëÃͥꥻ¥Ã¥È # V¥¡¼ : ²¡¤·¤Æ¤ë´Ö¤Ï¥¹¥¯¥í¡¼¥ë®ÅÙ¤òÊѹ¹ # A¥¡¼ : ¥¢¥ë¥Õ¥¡ÃͤÎÊѲ½¤òÀÚÂØ # Window.windowed = !Window.windowed? if Input.keyPush?(K_F) shader.reset_scroll if Input.keyPush?(K_C) if Input.keyDown?(K_V) shader.set_speed(0.5, 0.05) else shader.set_speed(spd, spd_sub) end alpha_chg = !alpha_chg if Input.keyPush?(K_A) if alpha_chg v = Math.sin(framecnt * Math::PI / 180.0).abs shader.set_alpha(v) else shader.set_alpha(1.0) end framecnt += 1 end end¥µ¥ó¥×¥ë¥¹¥¯¥ê¥×¥È¤ò¥³¥Ô¥Ú¤·¤Æ¾¯¤·Ï®¤Ã¤Æ¡¢¤ß¤¿¤¤¤Ê´¶¤¸¤Çºî¤Ã¤¿¤Î¤Ç¡¢¥³¥ì¤â¥µ¥ó¥×¥ëƱÍÍ¡¢Public Domain ¤Ã¤Æ¤³¤È¤Ç¡£
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require 'dxruby' require_relative 'starrasterbg' shader = StarRasterScrollShader.new(0.5, 0.6) img = shader.get_star_image() Window.loop do break if Input.keyPush?(K_ESCAPE) shader.update Window.draw_shader(0, 0, img, shader) end
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# Window.drawMorph ¤ÎÉÁ²è¥Æ¥¹¥È require 'dxruby' # ¥°¥ê¥Ã¥É²èÁü¤òÀ¸À® def get_grid_image(w, h) img = Image.new(w, h, [64, 128, 255]) dt = [[10, 8, C_BLUE], [5, 4, C_WHITE]] dt.each do |d| d[0].times do |i| x = (w / d[1]) * i img.line(x, 0, x, h, d[2]) img.line(0, x, w, x, d[2]) end end img.line(w - 1, 0, w - 1, h, dt[1][2]) img.line(0, h - 1, w, h - 1, dt[1][2]) return img end img = get_grid_image(64, 64) Window.loop do break if Input.keyPush?(K_ESCAPE) # ¸µ²èÁü¤òÉÁ²è Window.draw(Window.width - img.width - 8, 2, img) # ¤¿¤À¤Î¿¿»Í³Ñ¤È¤·¤ÆÉÁ²è w = 200 d = 70 x, y = 10, 10 Window.drawMorph(x, y, x + w, y, x + w, y + w, x, y + w, img) # Âæ·Á¤ËÊÑ·Á¤·¤ÆÉÁ²è x, y = 220, 10 Window.drawMorph(x + d, y, x + w - d, y, x + w, y + w, x, y + w, img) # Âæ·Á¤ËÊÑ·Á¤·¤ÆÉÁ²è¡£Ê¬³ä¿ô¤òÊѹ¹ x, y = 10, 240 Window.drawMorph(x + d, y, x + w - d, y, x + w, y + w, x, y + w, img, :dividex => 2, :dividey => 2) # Âæ·Á¤ËÊÑ·Á¤·¤ÆÉÁ²è¡£Ê¬³ä¿ô¤òÊѹ¹ x, y = 220, 240 Window.drawMorph(x + d, y, x + w - d, y, x + w, y + w, x, y + w, img, :dividex => 4, :dividey => 4) end¼ÂºÝ¤ËÉÁ²è¤·¤Æ¤ß¤Æ¡¢°Ê²¼¤Î¤³¤È¤¬Ê¬¤«¤Ã¤¿¡£
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#3 [cg_tools] ¿·¤·¤¤¥Ç¥Õ¥©¥ë¥È¥«¥é¡¼
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#1 [cg_tools] GeoGebra¤Î¥¤¥ó¥¹¥È¡¼¥ë¤Ç¥Ï¥Þ¤Ã¤¿¤ê
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require 'dxruby' # # Shader¤ò»È¤Ã¤Æ¾²¥é¥¹¥¿¡¼¥¹¥¯¥í¡¼¥ë¤Ã¤Ý¤¤½èÍý¤ò¤¹¤ë¥¯¥é¥¹ # class FloorRasterScroll @@hlsl = <<EOS float floor_distance; float screen_distance; float x_diff; float y_diff; float alpha; texture tex0; sampler Samp0 = sampler_state { Texture =<tex0>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; float4 PS(float2 input : TEXCOORD0) : COLOR0 { float4 output; input.y = screen_distance * floor_distance / -(input.y + y_diff); input.x = (input.x - x_diff) * -input.y / screen_distance; output = tex2D( Samp0, input ); output.a = alpha; return output; } technique FloorRasterScroll { pass P0 { PixelShader = compile ps_2_0 PS(); } } EOS attr_accessor :core, :shader, :image attr_accessor :w, :h attr_accessor :tilew, :tileh attr_accessor :rt_w, :rt_h, :rt_scaley attr_accessor :rt attr_accessor :floor_dist, :scr_dist, :x_diff, :y_diff, :alpha # # ½é´ü²½½èÍý # # @param [Image] image »ÈÍѤ¹¤ë²èÁü # @param [float] floor_dist ¾²¤Þ¤Ç¤Îµ÷Î¥¡£1.0Á°¸å¤¬ÌÜ°Â # @param [float] scr_dist ²èÌ̤ޤǤε÷Î¥¡£1.0°Ê²¼¤¬ÌÜ°Â # @param [float] y_diff »ëÀþÊý¸þ¤ò¾å²¼¤Ë¤º¤é¤¹ÎÌ¡£0.0¤«¤é1.0¤ÎÈÏ°Ï # @param [float] alpha Æ©ÌÀÅÙ¡£0.0¤ÇÆ©ÌÀ¡£1.0¤ÇÉÔÆ©ÌÀ # @param [int] w ÉÁ²è²£Éý¡£nil ¤Ê¤é¥¦¥¤¥ó¥É¥¦²£Éý # @param [int] h ÉÁ²è½ÄÉý¡£nil ¤Ê¤é¥¦¥¤¥ó¥É¥¦½ÄÉý # def initialize(image, floor_dist=0.3, scr_dist=0.3, y_diff=0.1, alpha=1.0, w=nil, h=nil) self.core = Shader::Core.new(@@hlsl,{ :floor_distance=>:float, :screen_distance=>:float, :x_diff=>:float, :y_diff=>:float, :alpha=>:float }) self.shader = Shader.new(self.core, "FloorRasterScroll") self.image = image self.w = (w == nil)? Window.width : w self.h = (h == nil)? Window.height : h self.floor_dist = floor_dist self.scr_dist = scr_dist self.y_diff = y_diff self.alpha = alpha # ²èÌ̤òʤ¤¤±£¤¹¥¿¥¤¥ë¿ô¤òµá¤á¤ë self.tilew = self.w.quo(self.image.width).ceil self.tileh = self.h.quo(self.image.height).ceil # RenderTarget ¤ÎɬÍ×¥µ¥¤¥º¤òµá¤á¤ë self.rt_w = self.image.width * self.tilew self.rt_h = self.image.height * self.tileh # yÊý¸þ¤Ç³ÈÂç½Ì¾®¤·¤ÆÉÁ²è½Ä²£Éý¤Ë¹ç¤ï¤»¤ë self.rt_scaley = self.h.quo(2).quo(rt_h) # RendertargetÀ¸À® self.rt = RenderTarget.new(rt_w, rt_h) # ²èÌ̤ο¿¤óÃæ¤Ë¾Ã¼ºÅÀ¡©¤ò»ý¤Ã¤Æ¤¯¤ë¤¿¤á¤ÎÊäÀµÃͤò»»½Ð self.shader.x_diff = 0.5 * self.w.quo(self.rt_w) end # # ÉÁ²è½èÍý # # @param [int] x ÉÁ²èxºÂɸ # @param [int] y ÉÁ²èyºÂɸ # @param [float] scrl_x ²£Êý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [float] scrl_z ±ü¹ÔÊý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [Hash] opts ¥ª¥×¥·¥ç¥ó # @option opts [float] floor_dist ¾²¤È¤Îµ÷Î¥¡£1.0Á°¸å¤¬ÌÜ°Â # @option opts [float] scr_dist ²èÌ̤Ȥε÷Î¥¡£1.0°Ê²¼¤¬ÌÜ°Â # @option opts [float] y_dist »ëÀþÊý¸þ¤ò¾å²¼¤Ë¤º¤é¤¹ÎÌ¡£0.0 - 1.0 ¤ÎÈÏ°Ï # @option opts [int] z ÉÁ²è±ü¹Ô¾ðÊó # @option opts [float] alpha Æ©ÌÀÅÙ¡£0.0¤ÇÆ©ÌÀ¡£1.0¤ÇÉÔÆ©ÌÀ # @option opts [Boolean] vflip true¤Ê¤é¾å²¼È½Äê¡£false¤Ê¤éȿž¤·¤Ê¤¤ # def draw(x, y, scrl_x, scrl_z, opts={}) self.floor_dist = opts[:floor_dist] if opts.has_key?(:floor_dist) self.scr_dist = opts[:scr_dist] if opts.has_key?(:scr_dist) self.y_diff = opts[:y_diff] if opts.has_key?(:y_diff) self.alpha = opts[:alpha] if opts.has_key?(:alpha) self.shader.floor_distance = self.floor_dist self.shader.screen_distance = self.scr_dist self.shader.y_diff = self.y_diff self.shader.alpha = self.alpha vflip = 1 vflip *= -1 if opts.has_key?(:vflip) and opts[:vflip] == true z = 0 z = opts[:z] if opts.has_key?(:z) # Shader ¤¬»²¾È¤¹¤ë²èÁü¤ò RenderTarget ¤ËºîÀ® self.rt.draw_tile(0, 0, [[0]], [self.image], scrl_x, scrl_z, self.tilew, self.tileh).update # Shader ¤ò»È¤Ã¤ÆÆ©»ëÊÑ´¹¤·¤Ä¤ÄÉÁ²è Window.drawEx(x, y, self.rt, :shader=>self.shader, :scaley=>self.rt_scaley * vflip, :centery=>0, :z=>z) end # # Æ°ºî³ÎǧÍÑ¡£¥°¥ê¥Ã¥É²èÁü¤òÀ¸À®¤·¤ÆÊÖ¤¹ # # @param [int] w ²èÁü²£Éý # @param [int] h ²èÁü½ÄÉý # @return [Image] À¸À®¤·¤¿²èÁü # def self.get_grid_image(w, h) image = Image.new(w, h, [0, 255, 0]) image.box_fill(0, 0, w / 2 - 1, h / 2 - 1, [150,250,150]) image.box_fill(w / 2, 0, w - 1, h / 2 - 1, [100,250,100]) image.box_fill(0, h / 2, w / 2 - 1, h - 1, [200,250,200]) image.box_fill(w / 2, h / 2, w - 1, h - 1, [0,220,0]) return image end end # ---------------------------------------- if $0 == __FILE__ # Æ°ºî¥Æ¥¹¥È # ²èÁü¤òÆɤ߹þ¤à # imgfilename = "lena.png" imgfilename = "cloud.png" if File.file?(imgfilename) image = Image.load(imgfilename) else # ²èÁü¥Õ¥¡¥¤¥ë¤¬¸«¤Ä¤«¤é¤Ê¤±¤ì¤Ð¡¢¥¿¥¤¥ë²èÁü¤òºîÀ® image = FloorRasterScroll.get_grid_image(160, 160) end test_mode = 1 case test_mode when 0 # ---------------------------------------- # ¥·¥ó¥×¥ë¤Ê»È¤¤Êý¤ÎÎã bg = FloorRasterScroll.new(image) x = 0 z = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) x += 8 z += 5 bg.draw(0, 240, x, z) end when 1 # ---------------------------------------- # Æ°ºî¥Æ¥¹¥È¡£³Æ¥Ñ¥é¥á¡¼¥¿¤òºÙ¤«¤¯Êѹ¹¤·¤Ê¤¬¤éÉÁ²è¤·¤Æ¤ß¤ë bg = FloorRasterScroll.new(image) # ¾²ÍÑ bg2 = FloorRasterScroll.new(image) # Å·°æÍÑ x = 0 z = 0 x_spd = 8 z_spd = 5 floor_dist = 0.3 scr_dist = 0.3 y_diff = 0.1 font = Font.new(16) fade_enable = false count = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) # ®Å٥ꥻ¥Ã¥È if Input.keyDown?(K_C) x_spd = 0 z_spd = 0 end # ²£Êý¸þ¥¹¥¯¥í¡¼¥ë®ÅÙ¤òÊѹ¹ x_spd += 0.1 * Input.x # ±ü¹ÔÊý¸þ¥¹¥¯¥í¡¼¥ë®ÅÙ¤òÊѹ¹ z_spd -= 0.1 * Input.y # ¾²¤È¤Îµ÷Î¥¤òÊѹ¹ floor_dist += 0.01 if Input.keyDown?(K_W) floor_dist -= 0.01 if Input.keyDown?(K_S) # ²èÌ̤ޤǤε÷Î¥¤òÊѹ¹ scr_dist += 0.005 if Input.keyDown?(K_D) scr_dist -= 0.005 if Input.keyDown?(K_A) scr_dist = 0.05 if scr_dist < 0.05 # »ëÀþ¤ò¾å²¼¤Ë¤º¤é¤¹ÃͤòÊѹ¹ y_diff += 0.005 if Input.keyDown?(K_R) y_diff -= 0.005 if Input.keyDown?(K_F) # Æ©ÌÀÅÙ¤òÊѹ¹ fade_enable = !fade_enable if Input.keyPush?(K_Q) alpha = (fade_enable)? Math.sin(3 * count * Math::PI / 180.0).abs : 1.0 # ¥¹¥¯¥í¡¼¥ë°ÌÃÖÊѹ¹ x += x_spd z += z_spd # ÉÁ²è bg.draw(0, 240, x, z, :vflip=>false, :floor_dist=>floor_dist, :scr_dist=>scr_dist, :y_diff=>y_diff, :z=>-255, :alpha=>alpha) bg2.draw(0, 240, x, -z, :vflip=>true, :floor_dist=>floor_dist, :scr_dist=>scr_dist, :y_diff=>y_diff, :z=>-255, :alpha=>alpha) # ÀâÌÀʸ¤òÉÁ²è tx = 4 h = 20 Window.drawFont(tx, h * 0, "RIGHT , LEFT : x speed = #{x_spd}", font) Window.drawFont(tx, h * 1, "UP , DOWN : z speed = #{z_spd}", font) Window.drawFont(tx, h * 2, "W , S : floor dist = #{floor_dist}", font) Window.drawFont(tx, h * 3, "D , A : screen dist = #{scr_dist}", font) Window.drawFont(tx, h * 4, "R , F : y_diff = #{y_diff}", font) Window.drawFont(tx, h * 5, "Q : Fade in/out", font) Window.drawFont(tx, h * 6, "C : Speed clear", font) count += 1 end end endÆ°ºî¥Æ¥¹¥ÈÉôʬ¤Î¤Û¤¦¤¬¡¢Ä¹¤¤¤È¤¤¤¦¡Ä¡£
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# ÊɤȤ·¤Æɽ¼¨ require 'dxruby' require_relative 'floorraster' image = Image.load("wall1.png") # 90Åٲ󞤷¤Æɽ¼¨¤¹¤ë¤Î¤Ç¡¢ÀµÊý·Á¤ÎÉÁ²è¥µ¥¤¥º¤ò»ØÄꤷ¤Æ¤ë bg = FloorRaster.new(image, 640, 640) x = 0 z = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) x -= 3 z -= 2 bg.draw(320, 240, x, z, :angle=>90, :y_diff=>0.05, :vflip=>false) bg.draw(320, 240, x, z, :angle=>90, :y_diff=>0.05, :vflip=>true) end
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# ÊɤȤ·¤Æɽ¼¨¤½¤Î2¡£±¦¤«¤éº¸¤ØÊɤ¬Æ°¤¤¤Æ¤¤¤¯ require 'dxruby' require_relative 'floorraster' image = Image.load("wall2.png") bg = FloorRaster.new(image, 640, 640) draw_x = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) draw_x -= 3 draw_x = 640 if draw_x < 0 # ²èÌ̺¸Ã¼¤ËÍ褿¤é±¦Ã¼¤ËÌ᤹ floor_dist = (draw_x - 320).quo(2000) # ¾²¤Þ¤Ç¤Îµ÷Î¥¤òÊѹ¹ vflip = (floor_dist < 0)? true : false # ²èÌ̱¦Â¦¤Èº¸Â¦¤Ç¡¢È¿Å¾ÉÁ²è¥Õ¥é¥°¤òÊѹ¹ bg.draw(draw_x, 240, 0, 0, :angle=>270, # È¿»þ·×²ó¤ê¤Ë90ÅÙ²óž :floor_dist=>floor_dist.abs, # ¾²¤Þ¤Ç¤Îµ÷Î¥ :scr_dist=>0.5, # ²èÌ̤ޤǤε÷Î¥ :y_diff=>0, :vflip=>vflip) end
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# ÊɤȤ·¤Æɽ¼¨¤½¤Î3¡£Ìµ¸Â¤ÎÊ¿Ì̤ǤϤʤ¯¡¢»Í³Ñ¤¤ÊɤȤ·¤ÆÉÁ²è require 'dxruby' require_relative 'floorraster' image = Image.load("wall1.png") # uvÃͤò·«¤êÊÖ¤µ¤Ê¤¤¥â¡¼¥É¤ò»ØÄꤷ¤Æ¤ë bg = FloorRaster.new(image, 640, 640, false, false) move_value = 0 move_value_max = 640 Window.loop do break if Input.keyPush?(K_ESCAPE) move_value -= 2 move_value = move_value_max if move_value < 0 floor_dist = (move_value - (move_value_max / 2)).quo(400) vflip = (floor_dist < 0)? true : false bg.draw(move_value, 240, 0, 0, :angle=>270, :floor_dist=>floor_dist.abs, :scr_dist=>0.3, :y_diff=>0.0, :v_offset=>1.1, # vÃͤλ²¾È°ÌÃÖ¤òÄ´À°¤·¤Æ¡¢²èÌÌÆâ¤Ë±Ç¤ë¤è¤¦¤Ë¤·¤Æ¤ë :vflip=>vflip) end
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floorraster.rb
floorraster.rb
require 'dxruby' # # Shader¤ò»È¤Ã¤Æ¾²¥é¥¹¥¿¡¼¥¹¥¯¥í¡¼¥ë¤Ã¤Ý¤¤½èÍý¤ò¤¹¤ë¥¯¥é¥¹ # class FloorRaster @@hlsl = <<EOS float floor_distance; float screen_distance; float x_diff; float y_diff; float alpha; float v_offset; float fog_d; float4 fogcol; texture tex0; sampler Samp0 = sampler_state { Texture =<tex0>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; sampler Samp1 = sampler_state { Texture =<tex0>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = BORDER; }; sampler Samp2 = sampler_state { Texture =<tex0>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = BORDER; AddressV = WRAP; }; sampler Samp3 = sampler_state { Texture =<tex0>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = BORDER; AddressV = BORDER; }; float4 PS1(float2 input : TEXCOORD0) : COLOR0 { float4 output; float pz; float fogv; fogv = fog_d / (fog_d + (input.y * 16)); pz = screen_distance * floor_distance / -(input.y + y_diff); input.y = pz + v_offset; input.x = (input.x - x_diff) * -pz / screen_distance + 0.5; output = tex2D( Samp0, input ); output *= (1.0 - fogv); output += (fogcol * fogv); output.a *= alpha; return output; } float4 PS2(float2 input : TEXCOORD0) : COLOR0 { float4 output; float pz; float fogv; fogv = fog_d / (fog_d + (input.y * 16)); pz = screen_distance * floor_distance / -(input.y + y_diff); input.y = pz + v_offset; input.x = (input.x - x_diff) * -pz / screen_distance + 0.5; output = tex2D( Samp1, input ); output *= (1.0 - fogv); output += (fogcol * fogv); output.a = alpha; return output; } float4 PS3(float2 input : TEXCOORD0) : COLOR0 { float4 output; float pz; float fogv; fogv = fog_d / (fog_d + (input.y * 16)); pz = screen_distance * floor_distance / -(input.y + y_diff); input.y = pz + v_offset; input.x = (input.x - x_diff) * -pz / screen_distance + 0.5; output = tex2D( Samp2, input ); output *= (1.0 - fogv); output += (fogcol * fogv); output.a = alpha; return output; } float4 PS4(float2 input : TEXCOORD0) : COLOR0 { float4 output; float pz; float fogv; fogv = fog_d / (fog_d + (input.y * 16)); pz = screen_distance * floor_distance / -(input.y + y_diff); input.y = pz + v_offset; input.x = (input.x - x_diff) * -pz / screen_distance + 0.5; output = tex2D( Samp3, input ); output *= (1.0 - fogv); output += (fogcol * fogv); output.a = alpha; return output; } technique RasScrollWrapUV { pass { PixelShader = compile ps_2_0 PS1(); } } technique RasScrollWrapU { pass { PixelShader = compile ps_2_0 PS2(); } } technique RasScrollWrapV { pass { PixelShader = compile ps_2_0 PS3(); } } technique RasScrollNotWrap { pass { PixelShader = compile ps_2_0 PS4(); } } EOS attr_accessor :core, :shader, :image attr_accessor :w, :h attr_accessor :tilew, :tileh attr_accessor :rt_w, :rt_h, :rt_scaley attr_accessor :rt attr_accessor :floor_dist, :scr_dist, :x_diff, :y_diff, :alpha attr_accessor :fogcol, :fog_d attr_accessor :v_offset # # ½é´ü²½½èÍý # # @param [Image] image »ÈÍѤ¹¤ë²èÁü # @param [int] w ÉÁ²è²£Éý¡£nil¤Ê¤é¥¦¥¤¥ó¥É¥¦²£Éý # @param [int] h ÉÁ²è½ÄÉý¡£nil¤Ê¤é¥¦¥¤¥ó¥É¥¦½ÄÉý # @param [Boolean] uwrap uÃͤòwrap¤¹¤ë¤«¡£false¤Ê¤éwrap¤·¤Ê¤¤ # @param [Boolean] vwrap vÃͤòwrap¤¹¤ë¤«¡£false¤Ê¤éwrap¤·¤Ê¤¤ # @param [float] floor_dist ¾²¤È¤Îµ÷Î¥ # @param [float] scr_dist ²èÌ̤Ȥε÷Î¥ # @param [float] y_dist »ëÀþÊý¸þ¤ò¾å²¼¤Ë¤º¤é¤¹ÎÌ¡£ÈÏ°Ï¤Ï 0.0 - 1.0 # @param [float] v_offset vÃͤλ²¾È¤ò¤É¤Î¤¯¤é¤¤¤º¤é¤¹¤« # @param [float] alpha Æ©ÌÀÅÙ¡£0.0¤ÇÆ©ÌÀ¡£1.0¤ÇÉÔÆ©ÌÀ # @param [float] fog_d ¥Õ¥©¥°¤Î¤«¤«¤ê¶ñ¹ç¡£ÃͤòÂ礤¯¤¹¤ë¤È¤«¤«¤ê¶ñ¹ç¤¬Â礤¯¤Ê¤ë # @param [Array] fogcol ¥Õ¥©¥°¤Î¿§¡£r,g,b,a ¤ÎʤӤǡ¢0-1.0¤ÎÃÍ # def initialize(image, w=nil, h=nil, uwrap=true, vwrap=true, floor_dist=0.3, scr_dist=0.3, y_diff=0.1, v_offset=0.0, alpha=1.0, fog_d=0.05, fogcol=[0,0,0,0]) self.core = Shader::Core.new(@@hlsl,{ :floor_distance=>:float, :screen_distance=>:float, :x_diff=>:float, :y_diff=>:float, :alpha=>:float, :v_offset=>:float, :fog_d=>:float, :fogcol=>:float }) # wrap¾õÂÖ¤òÊѤ¨¤ë mode_str = "RasScrollWrapUV" mode_str = "RasScrollWrapU" if uwrap and !vwrap mode_str = "RasScrollWrapV" if !uwrap and vwrap mode_str = "RasScrollNotWrap" if !uwrap and !vwrap self.shader = Shader.new(self.core, mode_str) self.image = image self.w = (w == nil)? Window.width : w self.h = (h == nil)? Window.height : h self.floor_dist = floor_dist self.scr_dist = scr_dist self.y_diff = y_diff self.v_offset = v_offset self.alpha = alpha self.fog_d = fog_d self.fogcol = fogcol # ²èÌ̤òʤ¤¤±£¤¹¥¿¥¤¥ë¿ô¤òµá¤á¤ë self.tilew = self.w.quo(self.image.width).ceil self.tileh = self.h.quo(self.image.height).ceil # RenderTarget ¤ÎɬÍ×¥µ¥¤¥º¤òµá¤á¤ë self.rt_w = self.image.width * self.tilew self.rt_h = self.image.height * self.tileh # yÊý¸þ¤Ç³ÈÂç½Ì¾®¤·¤ÆÉÁ²è½Ä²£Éý¤Ë¹ç¤ï¤»¤ë self.rt_scaley = self.h.quo(2).quo(rt_h) # RendertargetÀ¸À® self.rt = RenderTarget.new(rt_w, rt_h) # ²èÌ̤ο¿¤óÃæ¤Ë¾Ã¼ºÅÀ¡©¤ò»ý¤Ã¤Æ¤¯¤ë¤¿¤á¤ÎÊäÀµÃͤò»»½Ð self.shader.x_diff = 0.5 * self.w.quo(self.rt_w) # ¥Õ¥©¥°¤Î¤«¤«¤ê¶ñ¹ç¤È¿§¤ò»ØÄê set_fog(fog_d, fogcol) end # # ¥Õ¥©¥°¤Î¤«¤«¤ê¶ñ¹ç¤È¿§¤ò»ØÄê # # @param [float] fog_d ¥Õ¥©¥°¤Î¤«¤«¤ê¶ñ¹ç¤ò»ØÄê¡£Ãͤ¬Â礤±¤ì¤Ð¤«¤«¤êÊý¤¬Â礤¯¤Ê¤ë # @param [Array] fogcol ¥Õ¥©¥°¤Î¿§¡£r,g,b,a ¤ÎʤӤǡ¢0-1.0¤ÎÃÍ # def set_fog(fog_d, fogcol) self.shader.fog_d = fog_d self.shader.fogcol = fogcol end # # ÉÁ²è½èÍý # # @param [int] x ÉÁ²èxºÂɸ # @param [int] y ÉÁ²èyºÂɸ # @param [float] scrl_x ²£Êý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [float] scrl_z ±ü¹ÔÊý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [Hash] opts ¥ª¥×¥·¥ç¥ó # @option opts [float] floor_dist ¾²¤È¤Îµ÷Î¥¡£1.0Á°¸å¤¬ÌÜ°Â # @option opts [float] scr_dist ²èÌ̤Ȥε÷Î¥¡£1.0°Ê²¼¤¬ÌÜ°Â # @option opts [float] y_dist »ëÀþÊý¸þ¤ò¾å²¼¤Ë¤º¤é¤¹ÎÌ¡£0.0 - 1.0 ¤ÎÈÏ°Ï # @option opts [float] v_offset vÃͤλ²¾È¤ò¤É¤Î¤¯¤é¤¤¤º¤é¤¹¤« # @option opts [int] z ÉÁ²è±ü¹Ô¾ðÊó # @option opts [float] alpha Æ©ÌÀÅÙ¡£0.0¤ÇÆ©ÌÀ¡£1.0¤ÇÉÔÆ©ÌÀ # @option opts [float] angle ²óž³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @option opts [Boolean] vflip true¤Ê¤é¾å²¼È½Äê¡£false¤Ê¤éȿž¤·¤Ê¤¤ # def draw(x, y, scrl_x, scrl_z, opts={}) self.floor_dist = opts[:floor_dist] if opts.has_key?(:floor_dist) self.scr_dist = opts[:scr_dist] if opts.has_key?(:scr_dist) self.y_diff = opts[:y_diff] if opts.has_key?(:y_diff) self.v_offset = opts[:v_offset] if opts.has_key?(:v_offset) self.alpha = opts[:alpha] if opts.has_key?(:alpha) z = (opts.has_key?(:z))? opts[:z] : 0 angle = (opts.has_key?(:angle))? opts[:angle] : 0 vflip = 1 if opts.has_key?(:vflip) vflip = (opts[:vflip])? -1 : 1 end self.shader.floor_distance = self.floor_dist self.shader.screen_distance = self.scr_dist self.shader.y_diff = self.y_diff self.shader.v_offset = self.v_offset self.shader.alpha = self.alpha # Shader ¤¬»²¾È¤¹¤ë²èÁü¤ò RenderTarget ¤ËºîÀ® self.rt.draw_tile(0, 0, [[0]], [self.image], scrl_x, scrl_z, self.tilew, self.tileh).update # Shader ¤ò»È¤Ã¤ÆÆ©»ëÊÑ´¹¤·¤Ä¤ÄÉÁ²è wh = self.rt_w / 2 Window.drawEx(x - wh, y, self.rt, :shader=>self.shader, :scaley=>self.rt_scaley * vflip, :centerx=>wh, :centery=>0, :z=>z, :angle=>angle) end # # Æ°ºî³ÎǧÍÑ¡£¥°¥ê¥Ã¥É²èÁü¤òÀ¸À®¤·¤ÆÊÖ¤¹ # # @param [int] w ²èÁü²£Éý # @param [int] h ²èÁü½ÄÉý # @return [Image] À¸À®¤·¤¿²èÁü # def self.get_grid_image(w, h) image = Image.new(w, h, [0, 255, 0]) image.box_fill(0, 0, w / 2 - 1, h / 2 - 1, [150,250,150]) image.box_fill(w / 2, 0, w - 1, h / 2 - 1, [100,250,100]) image.box_fill(0, h / 2, w / 2 - 1, h - 1, [200,250,200]) image.box_fill(w / 2, h / 2, w - 1, h - 1, [0,220,0]) return image end end # ---------------------------------------- # °Ê²¼¤Ï¡¢»ÈÍÑÎã if __FILE__ == $0 image = Image.load("lena.png") bg = FloorRaster.new(image) x = 0 z = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) x += 8 z += 2 bg.draw(320, 240, x, z) end end
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# ¥²¡¼¥à´Ø·¸¤Î·×»»Íѥ᥽¥Ã¥É # # ruby gamemath.rb 1 ¤È¤¤¤Ã¤¿»ØÄê¤Ç¡¢¥Æ¥¹¥È¼ïÎà¤òÊѤ¨¤é¤ì¤ë require 'dxruby' # ·×»»Íѥ᥽¥Ã¥É class GameMath class << self # # ÅÙ¤«¤é¥é¥¸¥¢¥ó¤Ø¤ÎÊÑ´¹ # # @param [float] deg ³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @retrun [float] ³ÑÅÙ¡£Ã±°Ì¤Ï¥é¥¸¥¢¥ó # def deg2rad(deg) return (deg * Math::PI / 180.0) end # # ¥é¥¸¥¢¥ó¤«¤éÅ٤ؤÎÊÑ´¹ # # @param [float] rad ³ÑÅÙ¡£Ã±°Ì¤Ï¥é¥¸¥¢¥ó # @retrun [float] ³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # def rad2deg(rad) return (rad * 180.0 / Math::PI) end # # ´ð½àºÂɸ¤«¤éÌÜɸºÂɸ¤Ø¤Î³ÑÅÙ¤òÊÖ¤¹ # # @param [int] tgt_x ÌÜɸºÂɸx # @param [int] tgt_y ÌÜɸºÂɸy # @param [int] base_x ´ð½àºÂɸx # @param [int] base_y ´ð½àºÂɸy # @return [float] ÌÜɸºÂɸ¤Þ¤Ç¤Î³ÑÅÙ¡£Ã±°Ì¤Ï¥é¥¸¥¢¥ó # def get_dir_rad(tgt_x, tgt_y, base_x, base_y) tx = tgt_x - base_x ty = tgt_y - base_y return Math.atan2(ty, tx) end # # ³ÑÅÙ¤ònÊý¸þ¤ËÀ©¸Â¤·¤ÆÊÖ¤¹ # # @param [float] ang ¸µ¤Î³ÑÅÙ # @param [float] rest ²¿Êý¸þ¤Ë¤¹¤ë¤«¡£¥Ç¥Õ¥©¥ë¥È¤Ï16 # @return [float] restÊý¸þ¤ËÀ©¸Â¤·¤¿³ÑÅÙ # def get_dir_rest(ang, rest=16) d = 360.0 / rest dir = ((ang + (d / 2)) % 360.0).div(d) return dir * d end # # ³ÑÅ٤ȮÅÙ(µ÷Î¥)¤«¤éx,yÊý¸þ¤Î°ÜÆ°Î̤òµá¤á¤ë(ÅÙ¤òÍ¿¤¨¤ëÈÇ) # # @param [float] ang ³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @param [float] spd ®ÅÙ(µ÷Î¥) # @param [float] bx ¸¶ÅÀ¤È¤Ê¤ëºÂɸx¡£¾Êά»þ¤Ï0 # @param [float] by ¸¶ÅÀ¤È¤Ê¤ëºÂɸy¡£¾Êά»þ¤Ï0 # @return [Array] °ÜÆ°ÎÌx,y # def get_vec(ang, spd, bx=0, by=0) return GameMath.get_vec_rad(GameMath.deg2rad(ang), spd, bx, by) end # # ³ÑÅ٤ȮÅÙ(µ÷Î¥)¤«¤éx,yÊý¸þ¤Î°ÜÆ°Î̤òµá¤á¤ë(¥é¥¸¥¢¥ó¤òÍ¿¤¨¤ëÈÇ) # # @param [float] ang ³ÑÅÙ¡£Ã±°Ì¤Ï¥é¥¸¥¢¥ó # @param [float] spd ®ÅÙ(µ÷Î¥) # @param [float] bx ¸¶ÅÀ¤È¤Ê¤ëºÂɸx¡£¾Êά»þ¤Ï0 # @param [float] by ¸¶ÅÀ¤È¤Ê¤ëºÂɸy¡£¾Êά»þ¤Ï0 # @return [Array] °ÜÆ°ÎÌx,y # def get_vec_rad(rad, spd, bx=0, by=0) x = spd * Math.cos(rad) + bx y = spd * Math.sin(rad) + by return x, y end # # ³°ÀѤòÊÖ¤¹ # # @param [int] tgt_x ÌÜɸ¥Ù¥¯¥È¥ëx # @param [int] tgt_y ÌÜɸ¥Ù¥¯¥È¥ëy # @param [int] base_x ´ð½à¥Ù¥¯¥È¥ëx # @param [int] base_y ´ð½à¥Ù¥¯¥È¥ëy # @return [float] ³°ÀÑ¡£ # ³°ÀÑ > 0 ¤Ê¤é¡¢ÌÜɸ¤Ï±¦¤Ë¤¢¤ê¡¢ # ³°ÀÑ < 0 ¤Ê¤é¡¢ÌÜɸ¤Ïº¸¤Ë¤¢¤ë # ³°ÀÑ = 0 ¤Ê¤é¡¢Æ±¤¸Êý¸þ # def get_cross_product(tgt_x, tgt_y, base_x, base_y) return base_x * tgt_y - base_y * tgt_x end # # ½ù¡¹¤ËÌÜɸÊý¸þ¤ò¸þ¤¯³ÑÅÙ¤òµá¤á¤ë # # @param [float] ang ¸½ºß¤Î³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @param [float] ang_spd ³ÑÅÙÊѲ½ÎÌ¡£Ã±°Ì¤ÏÅÙ # @param [float] tgt_x ÌÜɸºÂɸx # @param [float] tgt_y ÌÜɸºÂɸy # @param [float] base_x ´ð½àºÂɸx # @param [float] base_y ´ð½àºÂɸy # @return [float] ¿·¤·¤¤³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # def get_chase_angle(ang, ang_spd, tgt_x, tgt_y, base_x, base_y) ang %= 360 tgt_ang = GameMath.rad2deg(GameMath.get_dir_rad(tgt_x, tgt_y, base_x, base_y)) tgt_ang %= 360 d = tgt_ang - ang d += 360 if d < -180 d -= 360 if d > 180 if d > ang_spd ang += ang_spd elsif d < -ang_spd ang -= ang_spd else ang = tgt_ang end return ang end # # »ØÄêÈϰϤ˼ý¤Þ¤Ã¤¿³ÑÅÙ¤òÊÖ¤¹ # # @param [float] now_ang ¸½ºß¤Î³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @param [float] base_ang ´ð½à³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @param [float] min_d ³ÑÅÙÈϰϤκǾ®ÃÍ»»½ÐÍÑ¡£´ð½à³ÑÅ٤˲û»¤¹¤ëÃÍ # @param [float] max_d ³ÑÅÙÈϰϤκÇÂçÃÍ»»½ÐÍÑ¡£´ð½à³ÑÅ٤˲û»¤¹¤ëÃÍ # @return [float] ÈϰϤ˼ý¤Þ¤Ã¤¿³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # def get_dir_range(now_ang, base_ang, min_d, max_d) base_ang %= 360 now_ang %= 360 # ¸½ºß³ÑÅÙ¤¬¡¢´ð½à³ÑÅÙ¤ÎÀµÈ¿ÂФγÑÅÙ¤òĶ¤¨¤ë³ÑÅÙ¤À¤Ã¤¿¤éÊäÀµ¤¹¤ë if now_ang > base_ang + 180 now_ang -= 360 elsif now_ang <= base_ang - 180 now_ang += 360 end min_ang = base_ang + min_d max_ang = base_ang + max_d now_ang = min_ang if now_ang < min_ang now_ang = max_ang if now_ang > max_ang return now_ang end # # 2ÅÀ¤ÎºÂɸ´Ö¤Îµ÷Î¥¤¬»ØÄêµ÷Î¥¤è¤ê¾®¤µ¤¤¤«¤òÊÖ¤¹ # # @param [int] tx ÌÜɸºÂɸx # @param [int] ty ÌÜɸºÂɸy # @param [int] bx ´ð½àºÂɸx # @param [int] by ´ð½àºÂɸy # @param [int] dist ȽÄêµ÷Î¥ # @return {Boolean] true¤Ê¤é¡¢È½Äêµ÷Î¥Æâ¤ËÆþ¤Ã¤Æ¤ë¡£false¤Ê¤é¡¢È½Äêµ÷Î¥³° # def check_dist(tx, ty, bx, by, dist) w = tx - bx h = ty - by return (w * w + h * h <= dist * dist)? true : false end end end if $0 == __FILE__ # Æ°ºî³Îǧ # Æ°ºî¼ïÎà¤òÊѤ¨¤ë if ARGV.length >= 1 test_kind = ARGV[0].to_i else test_kind = 0 end font = Font.new(16) fh = 20 bx = 320 by = 240 ang = 0 base_ang = 0 Window.loop do break if Input.keyPush?(K_ESCAPE) px, py = Input.mousePosX, Input.mousePosY case test_kind when 0 # Êý¸þ(³ÑÅÙ)¤ËÀ©¸Â¤ò²Ã¤¨¤ë¥Æ¥¹¥È # nÊý¸þ¤ËÀ©¸Â¤¹¤ë n = 12 rad = GameMath.get_dir_rad(px, py, bx, by) # ËÜÍè¤Î³ÑÅÙ new_deg = GameMath.get_dir_rest(GameMath.rad2deg(rad), n) # À©¸Â¤·¤¿³ÑÅÙ # ÉÁ²è d = 360 / n s = d / 2 n.times do |i| nx, ny = GameMath.get_vec(s + d * i, 80, bx, by) Window.drawLine(bx, by, nx, ny, C_RED) end nx, ny = GameMath.get_vec(GameMath.rad2deg(rad), 200, bx, by) Window.drawLine(bx, by, nx, ny, C_CYAN) rad = GameMath.deg2rad(new_deg) nx, ny = GameMath.get_vec(GameMath.rad2deg(rad), 150, bx, by) Window.drawLine(bx, by, nx, ny, C_YELLOW) Window.drawFont(0, 0, "#{n}Êý¸þ¤Ë¤¹¤ëÀ©¸Â¤ò²Ã¤¨¤ëÎã", font) when 1 # ³°ÀѤò»È¤Ã¤ÆÌÜɸ¤òÄÉÈø¤¹¤ë¤è¤¦¤Ë³ÑÅÙ¤òÊѤ¨¤ë¥Æ¥¹¥È # ¥×¥ë¥×¥ë¿Ì¤¨¤Æ¤·¤Þ¤¦ ang_spd = 3 # ÌÜɸ¥Ù¥¯¥È¥ë tx = px - bx ty = py - by # ´ð½à¥Ù¥¯¥È¥ë vx = Math.cos(GameMath.deg2rad(ang)) vy = Math.sin(GameMath.deg2rad(ang)) # ³°ÀѤòµá¤á¤ë cp = GameMath.get_cross_product(tx, ty, vx, vy) # ³°ÀѤÎÉä¹æ¤ò¸«¤Æ¡¢ÌÜɸ¤¬±¦¤Ë¤¢¤ë¤«º¸¤Ë¤¢¤ë¤«È½ÊÌ ang += ang_spd if cp > 0 ang -= ang_spd if cp < 0 ang %= 360 # ÉÁ²è nx, ny = GameMath.get_vec(ang, 200, bx, by) Window.drawLine(bx, by, nx, ny, C_CYAN) Window.drawFont(0, 0, "³°ÀѤÎÉä¹æ¤ÇÄÉÈø¤¹¤ëÎã", font) when 2 # ÌÜɸ¤Ø¤Î³ÑÅÙ¤òµá¤á¤Æ¡¢ÄÉÈø¤¹¤ë¤è¤¦¤Ë³ÑÅÙ¤òÊѤ¨¤ë¥Æ¥¹¥È ang = GameMath.get_chase_angle(ang, 2, px, py, bx, by) # ÉÁ²è nx, ny = GameMath.get_vec(ang, 200, bx, by) Window.drawLine(bx, by, nx, ny, C_CYAN) Window.drawFont(0, 0, "³ÑÅÙ¤ò¸«¤ÆÄÉÈø¤¹¤ëÎã", font) when 3 # ³ÑÅÙ¤ËÀ©¸Â¤ò²Ã¤¨¤ëÎã base_ang += Input.x * 2 # ´ð½à³ÑÅÙ¤òº¸±¦¥¡¼¤ÇÊѹ¹ rad = GameMath.get_dir_rad(px, py, bx, by) # ËÜÍè¤Î³ÑÅÙ ang = GameMath.rad2deg(rad) # ´ð½à³ÑÅÙ¤«¤é¥×¥é¥¹¥Þ¥¤¥Ê¥¹ aw ¤ÎÈϰϤ˳ÑÅÙ¤òÀ©¸Â¤¹¤ë aw = 90 ang = GameMath.get_dir_range(ang, base_ang, -aw, aw) # ÉÁ²è nx, ny = GameMath.get_vec(base_ang, 250, bx, by) Window.drawLine(bx, by, nx, ny, C_RED) nx, ny = GameMath.get_vec(base_ang - aw, 150, bx, by) Window.drawLine(bx, by, nx, ny, C_YELLOW) nx, ny = GameMath.get_vec(base_ang + aw, 150, bx, by) Window.drawLine(bx, by, nx, ny, C_YELLOW) nx, ny = GameMath.get_vec(ang, 200, bx, by) Window.drawLine(bx, by, nx, ny, C_CYAN) Window.drawFont(0, 0, "³ÑÅÙ¤ËÀ©¸Â¤ò²Ã¤¨¤ëÎã : º¸±¦¥¡¼¤Ç³ÑÅÙÊѹ¹", font) end end end³Æ¥¹¥¯¥ê¥×¥È¤ËľÀܽñ¤¤¤Æ¤·¤Þ¤Ã¤Æ¤â¤¤¤¤¤°¤é¤¤¤Î¥½¥ì¤Ð¤«¤ê¤Ç¤¹¤¬¡Ä¡£
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require 'dxruby' # # Shader¤ò»È¤Ã¤ÆMETALBLACK¤Î¥¿¥¤¥È¥ë²èÌ̤äݤ¤½èÍý¤ò¤¹¤ë¥¯¥é¥¹ # class MbRaster @@hlsl = <<EOS float ang; float lvl; float spd; float alpha; texture tex0; sampler Samp = sampler_state { Texture =<tex0>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; // AddressV = BORDER; }; struct PixelIn { float2 UV : TEXCOORD0; }; struct PixelOut { float4 Color : COLOR0; }; PixelOut PS1(PixelIn input) { PixelOut output; // input.UV.x = input.UV.x + sin(radians(input.UV.x * 360 * spd + ang)) * lvl * 0.25; input.UV.y = input.UV.y + sin(radians(input.UV.y * 360 * spd - ang)) * lvl; output.Color = tex2D( Samp, input.UV ); output.Color.a *= alpha; return output; } technique MbRasScroll { pass P0 { PixelShader = compile ps_2_0 PS1(); } } EOS attr_accessor :core, :shader, :image, :w, :h, :tilew, :tileh attr_accessor :rt, :rt_w, :rt_h, :rt_scaley # # ½é´ü²½½èÍý # # @param [Image] image »ÈÍѤ¹¤ë²èÁü # @param [int] w ÉÁ²è²£Éý¡£nil¤Ê¤é¥¦¥¤¥ó¥É¥¦²£Éý # @param [int] h ÉÁ²è½ÄÉý¡£nil¤Ê¤é¥¦¥¤¥ó¥É¥¦½ÄÉý # def initialize(image, w=nil, h=nil) self.core = Shader::Core.new(@@hlsl, {:ang=>:float, :lvl=>:float, :spd=>:float, :alpha=>:float}) self.shader = Shader.new(self.core, "MbRasScroll") @image = image @w = (w == nil)? Window.width : w @h = (h == nil)? Window.height : h # ²èÌ̤òʤ¤¤±£¤¹¥¿¥¤¥ë¿ô¤òµá¤á¤ë @tilew = @w.quo(@image.width).ceil @tileh = @h.quo(@image.height).ceil # RenderTarget ¤ÎɬÍ×¥µ¥¤¥º¤òµá¤á¤ë @rt_w = @image.width * @tilew @rt_h = @image.height * @tileh # yÊý¸þ¤Ç³ÈÂç½Ì¾®¤·¤ÆÉÁ²è½Ä²£Éý¤Ë¹ç¤ï¤»¤ë @rt_scaley = @h.quo(@rt_h) # RendertargetÀ¸À® @rt = RenderTarget.new(@rt_w, @rt_h) end # # ÉÁ²è½èÍý # # @param [int] x ÉÁ²è°ÌÃÖx # @param [int] y ÉÁ²è°ÌÃÖy # @param [float] u ²£Êý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [float] v ½ÄÊý¸þ¥¹¥¯¥í¡¼¥ë°ÌÃÖ # @param [float] ang sin¤Î³«»Ï³ÑÅÙ¡£Ã±°Ì¤ÏÅÙ # @param [float] lvl sin¤Î¿¶ÉýÉý # @param [float] spd sin¤Î³ÑÅÙÊѲ½ÎÌ # @param [Hash] opts ¥ª¥×¥·¥ç¥ó # @option opts [int] z ÉÁ²è±ü¹Ô¾ðÊó # @option opts [float] alpha Æ©ÌÀÅÙ¡£0.0¤ÇÆ©ÌÀ¡£1.0¤ÇÉÔÆ©ÌÀ # @option opts [Object] blend ¹çÀ®ÊýË¡¡£:add ¤ä :alpha ¤¬»È¤¨¤ë¤Ï¤º # def draw(x, y, u, v, ang, lvl, spd, opts={}) alpha = (opts.has_key?(:alpha))? opts[:alpha] : 1.0 blend = (opts.has_key?(:blend))? opts[:blend] : :alpha z = (opts.has_key?(:z))? opts[:z] : 0 self.shader.ang = ang self.shader.lvl = lvl self.shader.spd = spd self.shader.alpha = alpha # Shader ¤¬»²¾È¤¹¤ë²èÁü¤ò RenderTarget ¤ËºîÀ® @rt.draw_tile(0, 0, [[0]], [@image], u, v, @tilew, @tileh).update # Shader ¤ò»È¤Ã¤ÆÉÁ²è Window.drawEx(x, y, @rt, :shader=>self.shader, :scaley=>@rt_scaley, :z=>z, :blend=>blend) end # # Æ°ºî³ÎǧÍÑ¡£¥°¥ê¥Ã¥É²èÁü¤òÀ¸À®¤·¤ÆÊÖ¤¹ # # @param [int] w ²èÁü²£Éý # @param [int] h ²èÁü½ÄÉý # @return [Image] À¸À®¤·¤¿²èÁü # def self.get_grid_image(w, h) image = Image.new(w, h, [0, 255, 0]) image.box_fill(0, 0, w / 2 - 1, h / 2 - 1, [150,250,150]) image.box_fill(w / 2, 0, w - 1, h / 2 - 1, [100,250,100]) image.box_fill(0, h / 2, w / 2 - 1, h - 1, [200,250,200]) image.box_fill(w / 2, h / 2, w - 1, h - 1, [0,220,0]) return image end end # ---------------------------------------- # °Ê²¼¤Ï»ÈÍÑÎã if __FILE__ == $0 image = Image.load("logo.png") bg = MbRaster.new(image) x = 0 y = 0 u = 0 v = 0 ang = 360 lvldef = 0.35 lvl = lvldef spd = 1.0 cnt = 0 font = Font.new(14) Window.loop do break if Input.keyPush?(K_ESCAPE) # ¥Þ¥¦¥¹¥«¡¼¥½¥ëºÂɸ¤Ç¥Ñ¥é¥á¡¼¥¿¤òÊѤ¨¤Æ¤ß¤ë ang = Input.mousePosX * 360 / 640.0 lvl = Input.mousePosY / 240.0 - 1.0 # spd = Input.mousePosY / 480.0 bg.draw(x, y, u, v, ang, lvl, spd) # u += 1 # v += 2 Window.drawFont(4, 4, "ang=#{ang} , lvl=#{lvl} , spd=#{spd}", font) Window.drawFont(4, 20, "Please move mouse cursor", font) cnt += 1 end end¥Æ¥¹¥ÈÍѤβèÁü¤âÃÖ¤¤¤È¤¤Þ¤¹¡£
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using UnityEngine; using System.Collections; public class Parallax : MonoBehaviour { public bool followcamera; public float offset; private Vector3 oldpos; private Vector3 oldcampos; // Use this for initialization void Start () { oldpos = transform.position; oldcampos = Camera.main.transform.position; } // Update is called once per frame void Update () { if (followcamera) { Vector3 v = new Vector3((Camera.main.transform.position.x - oldcampos.x) / offset, 0, 0); transform.localPosition = oldpos + v; } else { Vector3 v = new Vector3((oldcampos.x - Camera.main.transform.position.x) / offset, 0, 0); transform.localPosition = oldpos + v; } } }
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using UnityEngine; using System.Collections; // ¥«¥á¥éÄɽ¾¤·¤Ê¤¬¤é¥Æ¥¯¥¹¥Á¥ã(¥Þ¥Æ¥ê¥¢¥ë)¤Î¥ª¥Õ¥»¥Ã¥È¤òÊѹ¹¤·¤Æ¿½Å¥¹¥¯¥í¡¼¥ë public class Parallax2 : MonoBehaviour { public float scroll_speed = 1.0f; public float div_v = 20.0f; private Vector3 oldcampos; private Vector3 oldpos; // Use this for initialization void Start() { // ½é´ü°ÌÃÖ¤ò³Ð¤¨¤Æ¤ª¤¯ oldpos = transform.position; oldcampos = Camera.main.transform.position; } // Update is called once per frame void Update() { // ¥«¥á¥éºÂɸ¤ÈƱ¤¸¤Ë¤·¤ÆÄɽ¾¤µ¤»¤ë Camera camera = Camera.main; transform.localPosition = new Vector3(camera.transform.position.x, oldpos.y, oldpos.z); // ¥Æ¥¯¥¹¥Á¥ã¥ª¥Õ¥»¥Ã¥È¤ò¤º¤é¤¹Î̤ò»»½Ð float u = (camera.transform.position.x - oldcampos.x) / div_v; renderer.material.mainTextureOffset = new Vector2(u * scroll_speed, 0); } }Plane¼«ÂΤϡ¢¾ï¤Ë¥«¥á¥é¤Îx,yºÂɸ¤ÈƱ¤¸Ãͤˤ·¤Æ¡¢uv¥ª¥Õ¥»¥Ã¥ÈÃͤΤº¤é¤·¶ñ¹ç¤ò¡¢³Æ Plane Ëè¤ËÊѤ¨¤ë¡¢¤ß¤¿¤¤¤Ê¡£
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