Mercurial > games > semicongine
annotate tests/test_collision.nim @ 329:69e18f69713b
add: scene/shader compatability check, fix collision code to work with new APIs
author | Sam <sam@basx.dev> |
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date | Tue, 29 Aug 2023 00:01:13 +0700 |
parents | 89800309ab09 |
children | 05fb85ba97dd |
rev | line source |
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add: scene/shader compatability check, fix collision code to work with new APIs
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1 import std/tables |
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2 |
277 | 3 import semicongine |
4 | |
5 proc main() = | |
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6 var scene = Scene(name: "main") |
277 | 7 |
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8 scene.meshes.add rect(color="f00f") |
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9 scene.meshes.add rect() |
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10 scene.meshes.add circle(color="0f0f") |
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11 scene.meshes[1].transform = scale(0.8, 0.8) |
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12 scene.meshes[2].transform = scale(0.1, 0.1) |
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13 scene.addShaderGlobal("perspective", Unit4F32) |
277 | 14 |
15 const | |
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16 shaderConfiguration = createShaderConfiguration( |
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17 inputs=[ |
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18 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), |
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19 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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20 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), |
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21 ], |
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22 intermediates=[attr[Vec4f]("colorout")], |
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23 uniforms=[attr[Mat4]("perspective")], |
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24 outputs=[attr[Vec4f]("fragcolor")], |
277 | 25 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", |
26 fragmentCode="""fragcolor = colorout;""", | |
27 ) | |
28 | |
29 var engine = initEngine("Test collisions") | |
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30 |
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31 engine.initRenderer({"": shaderConfiguration}.toTable) |
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32 engine.addScene(scene) |
277 | 33 |
34 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | |
35 if engine.windowWasResized(): | |
36 var winSize = engine.getWindow().size | |
37 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) | |
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38 if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) |
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39 if engine.keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0.001, 0, 0) |
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40 if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0) |
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41 if engine.keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, 0.001, 0) |
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42 if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) |
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43 if engine.keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate( 0.001, Z) |
277 | 44 |
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45 if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) |
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46 if engine.keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate( 0.001, Z) |
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47 if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) |
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parents:
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48 if engine.keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) |
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49 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) |
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50 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) |
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parents:
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51 echo intersects(hitbox, hitsphere) |
277 | 52 engine.renderScene(scene) |
53 engine.destroy() | |
54 | |
55 | |
56 when isMainModule: | |
57 main() |