Mercurial > games > semicongine
annotate tests/test_collision.nim @ 1173:fafc2f14da0b compiletime-tests
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| author | sam <sam@basx.dev> |
|---|---|
| date | Sat, 29 Jun 2024 17:34:22 +0700 |
| parents | 114f395b9144 |
| children |
| rev | line source |
|---|---|
| 277 | 1 import semicongine |
| 2 | |
| 3 proc main() = | |
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69e18f69713b
add: scene/shader compatability check, fix collision code to work with new APIs
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parents:
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diff
changeset
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4 var scene = Scene(name: "main") |
| 277 | 5 |
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114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
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diff
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6 scene.Add Rect(color = "f00f") |
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114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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7 scene.Add Rect() |
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114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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8 scene.Add Circle(color = "0f0f") |
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114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.InitMaterialData() |
|
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.InitMaterialData() |
|
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.InitMaterialData() |
| 1136 | 12 scene.meshes[1].transform = Scale(0.8, 0.8) |
| 13 scene.meshes[2].transform = Scale(0.1, 0.1) | |
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114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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14 scene.AddShaderGlobal("perspective", Unit4F32) |
| 277 | 15 |
| 16 const | |
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1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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17 shaderConfiguration = CreateShaderConfiguration( |
| 1021 | 18 name = "default shader", |
| 19 inputs = [ | |
| 1137 | 20 Attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), |
| 21 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
| 22 Attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), | |
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329
69e18f69713b
add: scene/shader compatability check, fix collision code to work with new APIs
Sam <sam@basx.dev>
parents:
320
diff
changeset
|
23 ], |
| 1137 | 24 intermediates = [Attr[Vec4f]("colorout")], |
| 25 uniforms = [Attr[Mat4]("perspective")], | |
| 26 outputs = [Attr[Vec4f]("fragcolor")], | |
| 1021 | 27 vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", |
| 28 fragmentCode = """fragcolor = colorout;""", | |
| 277 | 29 ) |
| 30 | |
| 1138 | 31 var engine = InitEngine("Test collisions") |
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69e18f69713b
add: scene/shader compatability check, fix collision code to work with new APIs
Sam <sam@basx.dev>
parents:
320
diff
changeset
|
32 |
| 1138 | 33 engine.InitRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) |
| 34 engine.LoadScene(scene) | |
| 277 | 35 |
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sam <sam@basx.dev>
parents:
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diff
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36 while engine.UpdateInputs() and not KeyIsDown(Escape): |
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74957cbf589b
fix: update tests according to some API renaming
sam <sam@basx.dev>
parents:
1021
diff
changeset
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37 if WindowWasResized(): |
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1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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38 var winSize = engine.GetWindow().Size |
|
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
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39 scene.SetShaderGlobal("perspective", OrthoWindowAspect(winSize[0] / winSize[1])) |
| 1136 | 40 if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * Translate(-0.001, 0, 0) |
| 41 if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0.001, 0, 0) | |
| 42 if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, -0.001, 0) | |
| 43 if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, 0.001, 0) | |
| 44 if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(-0.001, Z) | |
| 45 if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(0.001, Z) | |
| 277 | 46 |
| 1136 | 47 if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(-0.001, Z) |
| 48 if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(0.001, Z) | |
| 49 if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, -0.001, 0) | |
| 50 if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, 0.001, 0) | |
| 51 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * Translate(-0.5, -0.5)) | |
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329
69e18f69713b
add: scene/shader compatability check, fix collision code to work with new APIs
Sam <sam@basx.dev>
parents:
320
diff
changeset
|
52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) |
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1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
53 echo Intersects(hitbox, hitsphere) |
| 1138 | 54 engine.RenderScene(scene) |
| 55 engine.Destroy() | |
| 277 | 56 |
| 57 | |
| 58 when isMainModule: | |
| 59 main() |
