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https://w.atwiki.jp/opengl/pages/293.html
マルチテクスチャです。 今回のプログラムは地球の地表テクスチャと雲のテクスチャを合成し、 地表よりも雲を遅れて回転させています。 マウスの左ドラッグで視点を変更できます。 画像はNASAがフリーで配布している物を縮小して使用しています。 earth.png cloud.png vertex.shader varying vec3 P; varying vec3 N; void main(void) { P = vec3(gl_ModelViewMatrix * gl_Vertex); N = normalize(gl_NormalMatrix * gl_Normal).xyz; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord0; gl_Position = ftransform(); } flagment.shader varying vec3 P; varying vec3 N; uniform sampler2D sampler0; uniform sampler2D sampler1; uniform float mixFactor;//混合率 void main(void) { vec3 L = normalize(gl_LightSource[0].position.xyz - P); N = normalize(N); vec4 ambient = gl_FrontLightProduct[0].ambient; float dotNL = dot(N, L);//max(0.0, dot(N, L)); vec4 diffuse = gl_FrontLightProduct[0].diffuse * max(0.0, dotNL); vec3 V = normalize(-P); vec3 H = normalize(L + V); float powNH = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess); if(dotNL = 0.0) powNH = 0.0; vec4 specular = gl_FrontLightProduct[0].specular * powNH; //テクスチャの色 vec4 texColor0 = texture2D(sampler0, gl_TexCoord[0].st); vec4 texColor1 = texture2D(sampler1, gl_TexCoord[1].st); vec4 texColor = mix(texColor0, texColor1, mixFactor); //vec4 texColor = clamp(texColor0 + texColor1, vec4(0.0), vec4(1.0)); //GL_MODULATEモード gl_FragColor = (ambient + diffuse) * texColor + specular; //任意の混合比 // gl_FragColor = mix(ambient + diffuse, texColor, 0.5) + specular; } GLSL.h #pragma once #include stdio.h //GLSLクラス class GLSL{ public GLuint ShaderProg; GLuint VertexShader, FragmentShader; void ReadShaderCompile(GLuint Shader, const char *File);//shader fileを読み込みコンパイルする void Link( GLuint Prog );//リンクする void InitGLSL(const char *VertexFile);//GLSLの初期化 void InitGLSL(const char *VertexFile, const char *FragmentFile);//GLSLの初期化 void ON();//シェーダー描画に切り替え void OFF();//シェーダー解除 ~GLSL(); }; void GLSL ReadShaderCompile(GLuint Shader, const char *File){ FILE *fp; char *buf; GLsizei size, len; GLint compiled; fopen_s( fp,File, rb ); if(!fp) printf( ファイルを開くことができません %s\n , File); fseek(fp, 0, SEEK_END); size = ftell(fp); buf = (GLchar *)malloc(size); if (buf == NULL) { printf( メモリが確保できませんでした \n ); } fseek(fp, 0, SEEK_SET); fread(buf, 1, size, fp); glShaderSource(Shader, 1, (const GLchar **) buf, size); free(buf); fclose(fp); glCompileShader(Shader); glGetShaderiv( Shader, GL_COMPILE_STATUS, compiled ); if ( compiled == GL_FALSE ) { printf( コンパイルできませんでした!! %s \n , File); glGetProgramiv( Shader, GL_INFO_LOG_LENGTH, size ); if ( size 0 ) { buf = (char *)malloc(size); glGetShaderInfoLog( Shader, size, len, buf); printf(buf); free(buf); } } } void GLSL Link( GLuint Prog ){ GLsizei size, len; GLint linked; char *infoLog ; glLinkProgram( Prog ); glGetProgramiv( Prog, GL_LINK_STATUS, linked ); if ( linked == GL_FALSE ){ printf( リンクできませんでした!! \n ); glGetProgramiv( Prog, GL_INFO_LOG_LENGTH, size ); if ( size 0 ){ infoLog = (char *)malloc(size); glGetProgramInfoLog( Prog, size, len, infoLog ); printf(infoLog); free(infoLog); } } } void GLSL InitGLSL(const char *VertexFile){ GLenum err = glewInit(); if (err != GLEW_OK) { printf( Error %s\n , glewGetErrorString(err)); } printf( VENDOR= %s \n , glGetString(GL_VENDOR)); printf( GPU= %s \n , glGetString(GL_RENDERER)); printf( OpenGL= %s \n , glGetString(GL_VERSION)); printf( GLSL= %s \n , glGetString(GL_SHADING_LANGUAGE_VERSION)); VertexShader = glCreateShader(GL_VERTEX_SHADER); ReadShaderCompile(VertexShader, VertexFile); ShaderProg = glCreateProgram(); glAttachShader(ShaderProg, VertexShader); glDeleteShader(VertexShader); Link(ShaderProg); } void GLSL InitGLSL(const char *VertexFile, const char *FragmentFile){ GLenum err = glewInit(); if (err != GLEW_OK) { printf( Error %s\n , glewGetErrorString(err)); } printf( VENDOR= %s \n , glGetString(GL_VENDOR)); printf( GPU= %s \n , glGetString(GL_RENDERER)); printf( OpenGL= %s \n , glGetString(GL_VERSION)); printf( GLSL= %s \n , glGetString(GL_SHADING_LANGUAGE_VERSION)); VertexShader = glCreateShader(GL_VERTEX_SHADER); FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); ReadShaderCompile(VertexShader, VertexFile); ReadShaderCompile(FragmentShader, FragmentFile); ShaderProg = glCreateProgram(); glAttachShader(ShaderProg, VertexShader); glAttachShader(ShaderProg, FragmentShader); glDeleteShader(VertexShader); glDeleteShader(FragmentShader); Link(ShaderProg); } void GLSL ON(){ glUseProgram(ShaderProg); } void GLSL OFF(){ glUseProgram(0); } GLSL ~GLSL(){ glDeleteProgram(ShaderProg); } PNG.h #pragma once #include lodepng.h //テクスチャクラス class TEXTURE{ protected LodePNG_Decoder decoder;//デコーダ unsigned char* buffer;//バッファ size_t buffersize, imagesize;//サイズ public TEXTURE(); TEXTURE(const char* FileName);//コンストラクタ void LOAD_PNG(const char* FileName);//PNG読み込み unsigned char* image;//イメージポインタ unsigned int Width,Height;//画像サイズ }; TEXTURE TEXTURE(){ } TEXTURE TEXTURE(const char* FileName){ LOAD_PNG(FileName); } void TEXTURE LOAD_PNG(const char* FileName){ LodePNG_Decoder_init( decoder); //ロード LodePNG_loadFile( buffer, buffersize, FileName); //デコード LodePNG_decode( decoder, image, imagesize, buffer, buffersize); //幅,高さ Width = decoder.infoPng.width;Height = decoder.infoPng.height; } main.cpp #pragma comment(linker, /SUBSYSTEM WINDOWS /ENTRY mainCRTStartup ) #pragma comment(lib, glew32.lib ) #include windows.h #include GL/glew.h #include GLSL.h #include math.h #include GL/freeglut/freeglut.h #include PNG.h float lightPos[] = {10.0f, 15.0f, 10.0f, 1.0f};//光源位置 float shadowDiffuse[] = {0.0f,0.0f,0.0f,0.3f};//影の拡散光 float shadowSpecular[] = {0.0f,0.0f,0.0f,1.0f};//影の鏡面光 struct View{ float pos[3];//位置(視点) float cnt[3];//注視点 float dist; //注視点から視点までの距離 float theta; //仰角(水平面との偏角) float phi; //方位角 float fovY; //視野角 float nearZ; //前方クリップ面(近平面) float farZ; //後方クリップ面(遠平面) }; View view = { 0.0f, 0.0f, 0.0f,//pos 0.0f, 1.0f, 0.0f,//cnt 7.0f, 30.0f, 20.0f,//dist, theta, phi 30.0f, 1.0f, 100.0f//fovY,nearZ, farZ }; View view0 = view; GLSL glsl; TEXTURE *texture[2]; float cloudpos = 0.0f; #define PAI 3.141592f int width = 640; int height = 480; int xStart, yStart; bool flagMouse = false; bool flagShadow = false; int objNo = 0; float ang = 0.0f; float dang = 0.1f;//角度増分 GLuint texName[2]; float mixFactor = 0.5f;//テクスチャ混合率 void drawSphere(double radius, int nSlice, int nStack){ int i, j; double r0, r1, th0, th1, phi; double p[2][3]; for(j = 0; j nStack; j++){ th0 = PAI * (double)j / (double)nStack; th1 = PAI * (double)(j+1) / (double)nStack; r0 = radius * sin(th0); r1 = radius * sin(th1); p[0][2] = radius * cos(th0); p[1][2] = radius * cos(th1); glBegin(GL_QUAD_STRIP); for(i = 0; i = nSlice; i++){ phi = 2.0 * PAI * (double)i / (double)nSlice; p[0][0] = r0 * sin(phi); p[0][1] = - r0 * cos(phi); p[1][0] = r1 * sin(phi); p[1][1] = - r1 * cos(phi); glNormal3dv(p[0]); glVertex3dv(p[0]); glNormal3dv(p[1]); glVertex3dv(p[1]); } glEnd(); } } void drawFloor(float widthX, float widthZ, int nx, int nz){ int i, j; //Floor1枚当たりの幅 float wX = widthX / (float)nx; float wZ = widthZ / (float)nz; float diffuse[][4] = {{ 0.7f, 0.7f, 0.7f, 1.0f}, { 0.1f, 0.1f, 0.1f, 1.0f} }; float ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f}; float specular[]= { 0.5f, 0.5f, 0.5f, 1.0f}; glMaterialfv(GL_FRONT,GL_AMBIENT,ambient); glMaterialfv(GL_FRONT,GL_SPECULAR,specular); glMaterialf(GL_FRONT,GL_SHININESS,100); glNormal3f(0.0f, 1.0f, 0.0f); glPushMatrix(); for (j = 0; j nz; j++) { float z1 = -widthZ / 2.0f + wZ * j; float z2 = z1 + wZ; for (i = 0; i nx; i++) { float x1 = -widthX / 2.0f + wX * i; float x2 = x1 + wX; glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse[(i + j) 1]); glBegin(GL_QUADS); glVertex3f(x1, 0.0f, z1); glVertex3f(x1, 0.0f, z2); glVertex3f(x2, 0.0f, z2); glVertex3f(x2, 0.0f, z1); glEnd(); } } glPopMatrix(); } void drawTexSphere(double radius, int nSlice, int nStack, int nRepeatS, int nRepeatT){ int i, j; double s, t0, t1, r0, r1, th0, th1, phi; double p[2][3]; for(j = 0; j nStack; j++){ t0 = (double)j / (double)nStack; t1 = (double)(j+1) / (double)nStack; th0 = PAI * t0; th1 = PAI * t1; r0 = radius * sin(th0); r1 = radius * sin(th1); p[0][2] = radius * cos(th0); p[1][2] = radius * cos(th1); t0 = (1.0 - t0) * nRepeatT; t1 = (1.0 - t1) * nRepeatT; glEnable(GL_TEXTURE_2D); glBegin(GL_QUAD_STRIP); for(i = 0; i = nSlice; i++){ s = (double)i / (double)nSlice; phi = 2.0 * PAI * s; p[0][0] = - r0 * cos(phi); p[0][1] = - r0 * sin(phi); p[1][0] = - r1 * cos(phi); p[1][1] = - r1 * sin(phi); s *= nRepeatS; glTexCoord2d(s, t0); glNormal3dv(p[0]); glVertex3dv(p[0]); glTexCoord2d(s, t1); glNormal3dv(p[1]); glVertex3dv(p[1]); } glEnd(); glDisable(GL_TEXTURE_2D); } } void resize(int w, int h){ glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(view.fovY, (double)w/(double)h, view.nearZ, view.farZ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); width = w; height = h; } void idle(void){ //再描画 glutPostRedisplay(); } void TexCreate(int NO,char* FileName){ glGenTextures(1, texName[NO]); texture[NO] = new TEXTURE(FileName); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //テクスチャオブジェクトの作成 glBindTexture(GL_TEXTURE_2D, texName[NO]); //テクスチャの指定 glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,texture[NO]- Width,texture[NO]- Height,0,GL_RGBA,GL_UNSIGNED_BYTE,texture[NO]- image); //テクスチャの繰り返し方法の指定 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);//GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);//GL_CLAMP); //テクスチャを拡大・縮小する方法の指定 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);//NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);//NEAREST); glBindTexture(GL_TEXTURE_2D, 0); } void setLight(){ float lightAmbient0[] = {0.5, 0.5, 0.5, 1.0}; //環境光 float lightDiffuse0[] = {1.0, 1.0, 1.0, 1.0}; //拡散光 float lightSpecular0[] = {1.0, 1.0, 1.0, 1.0};//鏡面光 glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); } void setCamera(){ float pp = PAI / 180.0f; view.pos[2] = view.cnt[2] + view.dist * cos(pp * view.theta) * cos(pp * view.phi);//z view.pos[0] = view.cnt[0] + view.dist * cos(pp * view.theta) * sin(pp * view.phi);//x view.pos[1] = view.cnt[1] + view.dist * sin(pp * view.theta);//y resize(width, height); } void draw_earth(void){ float ambient[] = { 1.0f, 1.0f, 1.0f, 1.0f}; float diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f}; float specular[]= { 0.8f, 0.8f, 0.8f, 1.0f}; if(flagShadow){ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,shadowDiffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,shadowSpecular); }else{ glMaterialfv(GL_FRONT,GL_AMBIENT,ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,specular); glMaterialf(GL_FRONT,GL_SHININESS,100); } glPushMatrix(); glTranslatef(0, 1.5, 0); glRotatef(ang, 0.0, 1.0, 0.0); glRotatef(90, 1.0, 0.0, 0.0); if(!flagShadow){ drawTexSphere(0.5, 20, 20, 1, 1); }else{ drawSphere(0.5, 20, 20); } glPopMatrix(); } void CalcShadowMat(int ID, float* mat){ float ex, ey, ez;//光源の方向 float a, b, c, d;//床の面のパラメータ float s; //object中心から光源までの距離 float x, y, z; x = lightPos[0]; y = lightPos[1]; z = lightPos[2]; //光源の方向ベクトル s = sqrt(x * x + y * y + z * z); ex = x / s; ey = y / s; ez = z / s; //フロアの方向ベクトル(y方向) a = 0.0f; b = 1.0f; c = 0.0f; d = -0.001f; //フロアと影の干渉を防ぐため //shadow matrix mat[0] = b * ey + c * ez; mat[1] = -a * ey; mat[2] = -a * ez; mat[3] = 0.0f; mat[4] = -b * ex; mat[5] = a * ex + c * ez; mat[6] = -b * ez; mat[7] = 0.0f; mat[8] = -c * ex; mat[9] = -c * ey; mat[10] = a * ex + b * ey; mat[11] = 0.0f; mat[12] = -d * ex; mat[13] = -d * ey; mat[14] = -d * ez; mat[15] = a * ex + b * ey + c * ez; } void drawShadow(){ float mat[16]; flagShadow = true; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); //影の描画 CalcShadowMat(1, mat); glPushMatrix(); glMultMatrixf(mat); draw_earth(); glPopMatrix(); glDepthMask(GL_TRUE); glDisable(GL_BLEND); flagShadow = false; } void Init(void){ glsl.InitGLSL( vertex.shader , flagment.shader ); glClearColor(0.4f, 0.4f, 0.4f, 1.0f); setCamera();//視点を求める setLight(); //光源設定 glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); TexCreate(0, earth.png ); TexCreate(1, cloud.png ); } void display(void){ //テクスチャの回転 glActiveTexture(GL_TEXTURE1); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(cloudpos, 0, 0); glMatrixMode(GL_MODELVIEW); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); if(cos(PAI * view.theta /180.0) = 0.0){ gluLookAt(view.pos[0], view.pos[1]-3, view.pos[2], view.cnt[0], view.cnt[1], view.cnt[2], 0.0, 1.0, 0.0); }else{ gluLookAt(view.pos[0], view.pos[1]-3, view.pos[2], view.cnt[0], view.cnt[1], view.cnt[2], 0.0, -1.0, 0.0); } glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //texture unit と texture object の関連付け glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texName[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texName[1]); glsl.ON(); //fragment shaderのユニフォーム変数mixFactorのインデックスを取得 GLint mixLoc = glGetUniformLocation(glsl.ShaderProg, mixFactor ); glUniform1f(mixLoc, mixFactor); //テクスチャユニットをシェーダ側のサンプラに関連付ける GLint samplerLoc0 = glGetUniformLocation(glsl.ShaderProg, sampler0 ); GLint samplerLoc1 = glGetUniformLocation(glsl.ShaderProg, sampler1 ); glUniform1i(samplerLoc0, 0);//GL_TEXTURE0を適用 glUniform1i(samplerLoc1, 1);//GL_TEXTURE1を適用 draw_earth(); glsl.OFF(); drawFloor(20.0, 20.0, 20, 20); drawShadow(); glutSwapBuffers(); } void mouse(int button, int state, int x, int y){ float pp = PAI / 180.0f; if(button == GLUT_LEFT_BUTTON state == GLUT_DOWN){ xStart = x; yStart = y; flagMouse = true; }else if(button == GLUT_RIGHT_BUTTON state == GLUT_DOWN){ if(x width/4 x 3*width/4 y height/4 y 3*height/4){ }else if(( x width/4 || x 3*width/4) (y height/4 y 3*height/4)){ if(x width/4 ) view.phi -= 1.0; else view.phi += 1.0; view.cnt[2] = view.pos[2] - view.dist * cos(pp * view.phi) * cos(pp * view.theta); view.cnt[0] = view.pos[0] - view.dist * sin(pp * view.phi) * cos(pp * view.theta); }else if((x width/4 x 3*width/4) (y height/4 || y 3*height/4)){ if( y height/4){ view.theta += 1.0; }else{ view.theta -= 1.0; } view.cnt[2] = view.pos[2] - view.dist * cos(pp * view.theta) * cos(pp * view.phi); view.cnt[0] = view.pos[0] - view.dist * cos(pp * view.theta) * sin(pp * view.phi); view.cnt[1] = view.pos[1] - view.dist * sin(pp * view.theta); }else if(x width/8 y 7*height/8) view.fovY -= 1.0;//zoom in else if(x 7*width/8 y 7*height/8) view.fovY += 1.0;//zoom out }else flagMouse = false; if(state == GLUT_DOWN) setCamera(); } void motion(int x, int y){ if(!flagMouse) return; if(cos(PAI * view.theta /180.0f) = 0.0f){ view.phi -= 0.5f * (float)(x - xStart) ;//tumble }else{ view.phi += 0.5f * (float)(x - xStart) ;//tumble } view.theta += 0.5f * (float)(y - yStart) ;//crane setCamera(); xStart = x; yStart = y; } //タイマー void timer(int value){ cloudpos-=0.0001f; ang += dang; if(ang = 360.0f)ang = 0.0f; glutTimerFunc(10 , timer , 0); } int main(int argc, char *argv[]) { glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutInit( argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutCreateWindow( マルチテクスチャ ); glutDisplayFunc(display); glutIdleFunc(idle); glutMouseFunc(mouse); glutMotionFunc(motion); glutReshapeFunc(resize); glutTimerFunc(10 , timer , 0); Init(); glutMainLoop(); return 0; }
https://w.atwiki.jp/ce00582/pages/396.html
panda11 男子新規裁定者2 (1)計算するデータ mnew(byear) 男子新規裁定者 (2)使用するデータ gamma(age)総脱退率 alpha(age)死亡脱退率 beta(age)障害脱退率 pdata10 男子脱退力 theta(age) 再加入率 pdata11 再加入率 startmis(age,car)男子被保険者 panda13 男子被保険者 startmos(age,car)男子待期者 pdata14 男子待期者 m2(year,age)厚生年金被保険者 panda05 厚生年金被保険者 (3)数式 厚生年金.pdf (4)プログラム プログラム (5)分析結果 分析結果 (6)リンク 財政再計算 (7)作業記録 6月9日 メモ修正 6月13日 メモ修正 6月14日 データ修正 6月16日 プログラム修正
https://w.atwiki.jp/ce00582/pages/1785.html
102 女子遺族加入年数2 (1)計算するデータ fgtime(byear,age) 女子遺族加入年数 (2)使用するデータ f2by(byear,age) 変形厚生年金被保険者 出所 16 変形厚生年金被保険者 finx(age,car)女子被保険者 出所 20 女子被保険者 fout(age,car)女子待期者 出所 22 女子待期者 gamma(age)総脱退率 alpha(age)死亡脱退率 beta(age)障害脱退率 出所 D5 脱退力 theta(age)再加入率 出所 D6 再加入率 f2rate(age)女子厚生年金被保険者有遺族率 出所 D15 有遺族 (3)プログラム 桂 (4)作業記録 4月10日 ページ作成
https://w.atwiki.jp/208sit/pages/50.html
Hetzer Tier4/駆逐戦車 http //wikiwiki.jp/wotanks/?Hetzer 貫通力 ★★ 威力 ★★★★★ 精度 ★★ 耐久力 ★★★ 装甲 ★★★★ 機動性 ★★★ お勧め度★★★★ 苦行度 ★★ お勧め装備:10.5cm StuH42 L/28 お勧めオプション:Medium-Caliber Tank Gun Rammer(ラマー) Camouflage Net (カモネット) 皆のアイドル。へっつぁーたん。全周囲装甲と良好な傾斜を持つTD。軽戦車ぐらいの砲撃ならやすやすと弾き返してくれる。 このTDから装備可能になる10.5cm砲は榴弾に主眼を置いた短砲身榴弾砲。威力は自走砲のWespeやM7 Priestと同等。同格のLTMTなら一撃必殺も狙える。 砲身が右寄りに付いていること、砲の駆動範囲(射界)が狭くなること、機動性が落ちることなど一つ前のMarderⅡと比べて変わることが多いため戸惑う人も多いかもしれない。これ以降のドイツTDルートは、このHetzerをだんだんとパワーアップさせていくような進化をするため慣れておこう。 MarderⅡから視界範囲が大幅に低下しているため、味方の視界を使っての砲撃の感覚も練習しておきましょう。
https://w.atwiki.jp/vocaloidenglishlyric/pages/185.html
【Tags Darari Len Rerere-P tC tT H】 Original Music Title ヘタ恋歌 Timid Len s Love Song (HETA Renka / Heta Len Ka) Lyrics written by ダラリ(Darari) Music Lyrics written, Voice edited by れれれP(Rerere-P / Lelele-P) Music arranged by れれれP(Rerere-P / Lelele-P) Singer 鏡音レン (Kagamine Len) This song is included in 恋歌 (Renka) series by and Darari and Lelele-P. Click here for the Japanese Lyrics English Lyrics (translated by animeyay): (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) Although I am timid, I love singing very much. Although I am still immature, please, listen to me. But... I am nervous after all. Ah... Pressure... Ah again... Epic fail... Re-re-re is this joint responsibility? It s my fault, sorry... What to do? Re-re-re is my practice not sufficient? I ll try even harder... What to do? Sorry! (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) Although I seem indifferent about love, it doesn t mean I m not interested. Although I m only at the stage of admiring, there is someone that s on my mind. But... I am nervous after all. Being alone with someone... if we suddenly face each other... Re-re-re advice on love? Am I okay with you? What to do? Re-re-re love is everyone s freedom, but still... You know... What to do? Sorry! But... I like you after all. If I gather up my courage... for sure... I can say it... Re-re-re since we are on a long break! With me... Um... Movie... How is it? Re-re-re I ll be waiting for your call! So... Um... You know... What to do? Re-re-re do you like me? I... Really like you... What to do? Re-re-re would you go out?! With me... What to do...? Sorry! (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) [1] "Hetare" is a character trait that means "shy and indecisive jerk", this tag often fixed to the male character in a harem series or a dating sim. Romaji lyrics (transliterated by Hikarin): (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) Ki no yowai BOKU desu ga Utau koto wa daisuki na no desu Mada mada mijuku desu ga Douka kiite hoshii no desu Keredo... yappari kinchou shimasu Aaa... PURESSHAA... aa mata... daishippai... Re-re-re rentai sekinin desu kaa? BOKU no sei de SUMIMASEN... doushiyou Re-re-re renshuu tarinai desu kaa? BOKU motto ganbarimasu... doushiyou... SUMIMASEN! (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) Koi ni utoi BOKU desu ga Kyoumi ga nai wake ja nai no desu Mada mada akogarete iru dake desu ga Doumo ki ni naru ko ga iru no desu Keredo... yappari DOKIDOKI shimasu Futarikiri de... konna ni... mukai attara... Re-re-re renka soudan desu kaa? BOKU de ii no deshou ka... doushiyou Re-re-re renka wa jiyuu desu gaa! Sore wa chotto... dou na no ka... doushiyou... SUMIMASEN! Keredo... yappari daisuki dakara Yuuki daseba... kanarazu... ieru hazu... Re-re-re renkyuu HIMA na no desu gaa! BOKU to... etto... eiga demo... dou deshou Re-re-re renraku matte masu karaa! Tsumari... etto... nan to iu ka... doushiyou Re-re-re renka taishou desu kaa? BOKU wa KIMI ga... daisuki de... doushiyou Re-re-re renka itashimasen ka!! BOKU to............ dou deshou...? SUMIMASEN! (Re-re-re ren-ren ri-ri-ra-rin ra-ri-ran) [Darari, Rerere-P, Lelele-P, RerereP, LeleleP]
https://w.atwiki.jp/hmiku/pages/12737.html
あおときいろとみどりのとりものがたり【登録タグ Sっちー あ 初音ミク 曲】 作詞:Sっちー 作曲:Sっちー 編曲:Sっちー 唄:初音ミク 曲紹介 Sっちー氏 のボカロデビュー作。 青い鳥を求めて旅に出た女の子が青い鳥をみつけ、さらに黄色い鳥を見つけ・・・欲張って両方捕まえたら・・・という曲です。謎。(作者コメ転載) 歌詞 幸せの青い鳥 ユメの旅でかけよう この世のぜんぶ 見えるから ミルクとパンがあるなら どこへでも行ける?? 「思い出の国」 なくした人に別れ告げて 「夜の御殿」 ゴースト 現実(イマ)の裏側 青い鳥つかまえては この手の中をすり抜けていく だけど 探すこと忘れてしまう方が もっと怖かったよ・・・ この旅の果てに待ち受けてる 結末はまだ知らなくていい 幸せを掴みたい そう願い 今は旅を続けよう 青いトリつかまえて 黄色いトリもつかまえた 眠りに落ちてあくる朝・・・ 捕まえた幸せ緑色になってた・・・・・・(;_;) 「深い深い森」 悲しむウサギとダンス踊り 偽りの幸せが あふれる国へ・・・ 青いトリ探し続け この世界をぐるり回ってきちゃった 探してた答えは ついに見つけられず終いなの・・・ キレイな星空 三日月がそっとため息を吐いたその時 なないろのトリが飛ぶ この世界はこんなにも輝いて・・・ 辺りを見渡せば 色とりどりのトリが飛び交う楽園が ここでユメは終わりよ ある月の輝く夜のおはなし。 コメント 可愛い曲で、テンポいいし、素敵な曲・・・。青い鳥を求めて探しにいった女の子が青い鳥を見つけ、黄色い鳥を見つけ、りょうほうつかまえたら・・・ あるのになってたんですね、 可愛くていい曲ですきですw -- 麻里亜 (2011-03-16 06 22 08) 跳ねるようなピアノと軽快なサウンド、絵も曲もとっても可愛らしいです。 -- ココモ (2011-12-23 14 38 14) 名前 コメント
https://w.atwiki.jp/kumedisiketai/pages/2177.html
D ブドウ球菌感染症,メチシリン耐性黄色ブドウ球菌〈MRSA〉感染症
https://w.atwiki.jp/animetal_motoneta/pages/16.html
Animetal Marathon No. トラック名 原曲名 アーティスト名 備考 31 俺の兄弟電人ザボーガー Street Leathal Racer X イントロ・アウトロ
https://w.atwiki.jp/ce00582/pages/1751.html
Private Sub Command1_Click() Dim byear As Single Dim age As Single Dim car As Single Dim mis(15 To 64, 1 To 49) As Single Dim mos(15 To 64, 1 To 49) As Single Dim wis(15 To 64, 1 To 49) As Single Dim wos(15 To 64, 1 To 49) As Single Dim m2by(1900 To 2100, 15 To 69) As Single Dim f2by(1900 To 2100, 15 To 69) As Single Dim alpha(15 To 69) As Single Dim beta(15 To 69) As Single Dim gamma(15 To 69) As Single Dim theta(15 To 64) As Single Dim mw(15 To 69) As Single Dim fw(15 To 69) As Single Dim zan(1985 To 2100, 15 To 64, 1 To 49) As Single Dim zant(1985 To 2100, 15 To 64, 1 To 49) As Single Dim mde(1985 To 2100, 0 To 99) As Single Dim avgmw(1949 To 1989) As Single Dim minx(14 To 75, 0 To 50) As Single Dim mout(14 To 75, 0 To 50) As Single Dim winx(14 To 75, 0 To 50) As Single Dim wout(14 To 75, 0 To 50) As Single Dim z1 As Single Dim z2 As Single Dim z3 As Single Dim v(15 To 69) As Single Dim avg As Single Open "c /eli/data/男子脱退力.txt " For Input As #2 Do Until EOF(2) Input #2, a1, a2, a3, a4 age = a1 gamma(age) = a2 alpha(age) = a3 beta(age) = a4 Loop Close #2 Open "c /eli/data/再加入率.txt " For Input As #3 Do Until EOF(3) Input #3, a1, a2, a3, a4 age = a1 theta(age) = a2 Loop Close #3 Open "c /eli/gdata/変形厚生年金被保険者.txt " For Input As #5 Do Until EOF(5) Input #5, a1, a2, a3, a4 byear = a1 age = a2 m2by(byear, age) = a3 f2by(byear, age) = a4 Loop Close #5 age = 15 Open "c /eli/data/標準報酬.txt " For Input As #12 Do Until EOF(12) Input #12, a1, a2 mw(age) = a1 fw(age) = a2 age = age + 1 Loop Close #12 Open "c /eli/gdata/男子被保険者.txt " For Input As #6 Do Until EOF(6) Input #6, a1, a2, a3 age = a1 car = a2 minx(age, car) = a3 Loop Close #6 Open "c /eli/gdata/男子待期者.txt " For Input As #7 Do Until EOF(7) Input #7, a1, a2, a3 age = a1 car = a2 mout(age, car) = a3 Loop Close #7 Open "c /eli/gdata/男子被保険者報酬.txt " For Input As #16 Do Until EOF(16) Input #16, a1, a2, a3 age = a1 car = a2 winx(age, car) = a3 Loop Close #16 Open "c /eli/gdata/男子待期者報酬.txt " For Input As #17 Do Until EOF(17) Input #17, a1, a2, a3 age = a1 car = a2 wout(age, car) = a3 Loop Close #17 For byear = 1950 To 1989 startage = 2008 - byear For car = 1 To 49 mis(startage, car) = minx(startage, car) mos(startage, car) = mout(startage, car) Next For age = startage + 1 To 64 z1 = (1 - gamma(age - 1)) * m2by(byear, age - 1) z2 = m2by(byear, age) - z1 If z2 0 Then z2 = 0 z3 = (1 - theta(age)) * z2 z4 = theta(age) * z2 mis(age, 1) = z3 z5 = 0 For car = 1 To 49 z5 = z5 + mos(age - 1, car) Next If z5 = 0 Then z5 = 1 v(age - 1) = z4 / z5 If v(age - 1) 1 Then v(age - 1) = 1 For car = 2 To 49 mis(age, car) = (1 - gamma(age - 1)) * mis(age - 1, car - 1) + v(age - 1) * mos(age - 1, car - 1) Next For car = 1 To 49 mos(age, car) = (gamma(age - 1) - alpha(age - 1) - beta(age)) * mis(age - 1, car) + (1 - alpha(age - 1) - v(age - 1)) * mos(age - 1, car) Next Next startage = 2008 - byear For car = 1 To 49 wis(startage, car) = winx(startage, car) wos(startage, car) = wout(startage, car) Next For age = startage + 1 To 64 wis(age, 1) = mw(age) For car = 2 To 49 z6 = (1 - gamma(age - 1)) * mis(age - 1, car - 1) + v(age - 1) * mos(age - 1, car - 1) z7 = wis(age - 1, car - 1) * (1 - gamma(age - 1)) * mis(age - 1, car - 1) + wos(age - 1, car - 1) * v(age - 1) * mos(age - 1, car - 1) If z6 = 0 Then z7 = 0 If z6 = 0 Then z6 = 1 z8 = z7 / z6 wis(age, car) = (mw(age) + (car - 1) * z8) / car Next For car = 2 To 49 z9 = (gamma(age - 1) - alpha(age - 1) - beta(age)) * mis(age - 1, car) + (1 - alpha(age - 1) - v(age - 1)) * mos(age - 1, car) z10 = wis(age - 1, car) * (gamma(age - 1) - alpha(age - 1) - beta(age)) * mis(age - 1, car) + wos(age - 1, car) * (1 - alpha(age - 1) - v(age - 1)) * mos(age - 1, car) If z9 = 0 Then z10 = 0 If z9 = 0 Then z9 = 1 wos(age, car) = z10 / z9 Next Next z1 = 0 z2 = 0 For car = 25 To 49 z1 = z1 + mis(64, car) + mos(64, car) z2 = z2 + wis(64, car) * mis(64, car) + wos(64, car) * mos(64, car) Next avgmw(byear) = z2 / z1 Next Open "c /eli/gdata/男子賃金2.txt " For Output As #4 For byear = 1950 To 1989 Write #4, byear, avgmw(byear) Next Close #4 End Sub
https://w.atwiki.jp/swtfu2/pages/34.html
THE BODY Darth Vader Do you understand what this is? What this means? お前はこれを理解しているか?これが何を意味するのか? Dark Apprentice Yes, my Master. はい、マスター。 Darth Vader Good. Very good. You have come far. You may yet survive. よし。素晴らしい。お前はここまで来たのだ。生き残れるかもしれん。