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