NarumiSTG_HyperSnowDrifter/script/sample/SampleRC03.txt

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2023-01-26 11:34:56 +00:00
#TouhouDanmakufu[Stage]
#ScriptVersion[3]
#Title["SampleRC03"]
#Text["SampleRC03: Particle Rendering (Custom Shader, 3D)"]
@Initialize {
SetFogParam(256, 1000, 0, 0, 0);
TSample();
}
@MainLoop {
yield;
}
task TSample() {
let dir = GetCurrentScriptDirectory();
let obj = ObjParticleList_Create(OBJ_PARTICLE_LIST_3D);
Obj_SetRenderPriorityI(obj, 21);
ObjPrim_SetTexture(obj, dir ~ "Effect01.png");
ObjRender_SetBlendType(obj, BLEND_ADD_ARGB);
//You may treat a 3D particle list object as either a 3D primitive object or a 3D sprite object.
ObjSprite3D_SetSourceRect(obj, 140, 39, 186, 86);
ObjSprite3D_SetDestRect(obj, -46 / 2, -47 / 2, 46 / 2, 47 / 2);
//This is absolutely necessary, rendering will not be performed otherwise.
ObjPrim_SetVertexIndex(obj, [0, 1, 2, 3]);
ObjShader_SetShaderF(obj, dir ~ "SampleRC03_HLSL.txt");
ObjShader_SetTechnique(obj, "Render");
loop {
loop (7) CreateParticle();
yield;
}
task CreateParticle() {
let x = rand(-700, 700);
let y = rand(-700, 700);
let z = rand(-700, 700);
let x_speed = rand(-2, 2);
let y_speed = rand(-2, 2);
let z_speed = rand(-2, 2);
let x_angle = rand(0, 360);
let y_angle = rand(0, 360);
let z_angle = rand(0, 360);
let x_add = rand(-5, 5);
let y_add = rand(-5, 5);
let z_add = rand(-5, 5);
let scale = rand(0.3, 0.7);
let timer_begin = floor(rand(10, 30 + 1));
ascent (i in 0..timer_begin) Update(Interpolate_Smooth(0, 1, i / (timer_begin - 1)));
loop (rand(30, 90)) Update(1);
let timer_end = floor(rand(10, 30 + 1));
descent (i in 0..timer_end) Update(Interpolate_Smooth(0, 1, i / (timer_end - 1)));
function Update(mul_scale) {
//Sets up instance data.
let tmp_sc = scale * mul_scale;
ObjParticleList_SetScale(obj, tmp_sc, tmp_sc, tmp_sc);
ObjParticleList_SetAngle(obj, x_angle, y_angle, z_angle);
ObjParticleList_SetPosition(obj, x, y, z);
//Submits the current data to an instance, cleared every frame.
ObjParticleList_AddInstance(obj);
x += x_speed;
y += y_speed;
z += z_speed;
x_angle += x_add;
y_angle += y_add;
z_angle += z_add;
yield;
}
}
}