ラスタースクロールのテスト
RenderTargetとShaderでラスタースクロールができるんじゃないか、ということで試してみた。
変数で調整できるようにしようと思って用意したけど面倒だったから固定になってしまった。多分どうにでもなる。
#!ruby -Ks require 'dxruby' map = [[0, 0, 0, 0, 0, 0, 0, 0, 29, 11, 11, 30, 34, 66, 67, 67], [0, 0, 0, 24, 25, 26, 0, 0, 29, 11, 11, 39, 40, 6, 34, 34], [0, 0, 24, 17, 31, 35, 0, 0, 12, 20, 11, 11, 11, 39, 40, 40], [0, 24, 17, 34, 7, 44, 0, 28, 28, 29, 11, 11, 11, 11, 11, 11], [0, 33, 31, 34, 35, 0, 28, 3, 37, 38, 11, 11, 11, 18, 19, 19], [0, 42, 43, 43, 44, 28, 3, 38, 11, 11, 11, 18, 19, 13, 28, 28], [0, 0, 0, 0, 3, 37, 38, 11, 11, 18, 19, 13, 28, 28, 28, 0], [0, 0, 0, 3, 38, 11, 11, 11, 18, 13, 28, 28, 51, 52, 52, 52], [0, 0, 3, 38, 11, 11, 18, 19, 13, 51, 52, 52, 86, 58, 61, 76], [28, 0, 29, 11, 11, 18, 13, 28, 51, 86, 58, 58, 61, 61, 58, 62], [0, 28, 29, 11, 18, 13, 28, 0, 60, 58, 61, 61, 61, 61, 76, 71], [0, 28, 29, 11, 27, 28, 28, 51, 86, 61, 61, 58, 76, 70, 71, 0], [0, 0, 29, 11, 36, 4, 28, 60, 58, 61, 58, 76, 71, 0, 1, 2], [0, 28, 29, 11, 11, 36, 4, 69, 70, 70, 70, 71, 0, 1, 2, 0], [0, 0, 12, 20, 11, 11, 27, 0, 1, 0, 1, 1, 1, 2, 2, 0], [0, 0, 28, 12, 20, 11, 27, 0, 0, 0, 2, 2, 0, 2, 2, 0], [0, 0, 0, 2, 29, 11, 27, 1, 2, 2, 2, 0, 0, 2, 2, 2], [0, 0, 0, 2, 29, 11, 27, 1, 0, 1, 1, 2, 2, 0, 0, 2], [0, 0, 0, 0, 29, 11, 27, 1, 0, 2, 2, 2, 1, 1, 2, 2], [0, 45, 47, 2, 29, 11, 36, 4, 1, 2, 2, 0, 0, 2, 2, 0], [45, 82, 56, 0, 29, 11, 11, 36, 4, 1, 2, 2, 2, 2, 0, 0], [54, 0, 56, 0, 12, 20, 11, 11, 36, 37, 4, 0, 2, 2, 2, 2], [54, 55, 81, 46, 47, 12, 20, 11, 11, 11, 36, 4, 1, 1, 1, 2], [54, 55, 0, 0, 56, 0, 12, 19, 20, 11, 11, 36, 37, 4, 1, 1], [54, 0, 55, 55, 56, 0, 0, 0, 12, 20, 11, 11, 11, 36, 37, 37], [63, 73, 55, 55, 56, 0, 0, 2, 2, 29, 11, 11, 11, 11, 11, 11], [0, 54, 0, 55, 81, 47, 0, 2, 3, 38, 11, 11, 11, 11, 11, 11], [0, 54, 0, 0, 55, 56, 2, 0, 29, 11, 11, 11, 21, 22, 22, 22], [0, 63, 64, 64, 64, 65, 0, 0, 29, 11, 11, 21, 15, 48, 49, 49], [0, 0, 0, 0, 0, 0, 0, 0, 29, 11, 11, 30, 34, 57, 34, 34], ] require 'dxruby' hlsl = <<EOS float g_start; texture Tex; sampler Samp = sampler_state { Texture =<Tex>; }; struct PixelIn { float2 UV : TEXCOORD0; }; struct PixelOut { float4 Color : COLOR0; }; PixelOut PS(PixelIn input) { PixelOut output; input.UV.x = input.UV.x + sin(radians(input.UV.y*360))*0.1; output.Color = tex2D( Samp, input.UV ); return output; } technique TShader { pass P0 { PixelShader = compile ps_2_0 PS(); } } EOS shader = Shader.new(hlsl, "TShader") rt = RenderTarget.new(640, 480) DXRUBY_RENDERTARGET.push(rt) image = Image.loadToArray("image/maptile.png", 9, 10) Window.loop do Window.drawTile(150, 16, map, image, 0, 0, 12, 14) Window.update(rt) shader.setValue("g_start", 0.0) Window.drawShader(0, 0, rt, shader) end