Mercurial > games > semicongine
comparison old_tests/test_collision.nim @ 1203:6360c8d17ce0 compiletime-tests
did: preprations to add rendering tests
author | sam <sam@basx.dev> |
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date | Mon, 15 Jul 2024 20:06:42 +0700 |
parents | tests/test_collision.nim@114f395b9144 |
children |
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1202:a8864fe6fe6e | 1203:6360c8d17ce0 |
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1 import semicongine | |
2 | |
3 proc main() = | |
4 var scene = Scene(name: "main") | |
5 | |
6 scene.Add Rect(color = "f00f") | |
7 scene.Add Rect() | |
8 scene.Add Circle(color = "0f0f") | |
9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.InitMaterialData() | |
10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.InitMaterialData() | |
11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.InitMaterialData() | |
12 scene.meshes[1].transform = Scale(0.8, 0.8) | |
13 scene.meshes[2].transform = Scale(0.1, 0.1) | |
14 scene.AddShaderGlobal("perspective", Unit4F32) | |
15 | |
16 const | |
17 shaderConfiguration = CreateShaderConfiguration( | |
18 name = "default shader", | |
19 inputs = [ | |
20 Attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), | |
21 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
22 Attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), | |
23 ], | |
24 intermediates = [Attr[Vec4f]("colorout")], | |
25 uniforms = [Attr[Mat4]("perspective")], | |
26 outputs = [Attr[Vec4f]("fragcolor")], | |
27 vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", | |
28 fragmentCode = """fragcolor = colorout;""", | |
29 ) | |
30 | |
31 var engine = InitEngine("Test collisions") | |
32 | |
33 engine.InitRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) | |
34 engine.LoadScene(scene) | |
35 | |
36 while engine.UpdateInputs() and not KeyIsDown(Escape): | |
37 if WindowWasResized(): | |
38 var winSize = engine.GetWindow().Size | |
39 scene.SetShaderGlobal("perspective", OrthoWindowAspect(winSize[0] / winSize[1])) | |
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) | |
46 | |
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)) | |
52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) | |
53 echo Intersects(hitbox, hitsphere) | |
54 engine.RenderScene(scene) | |
55 engine.Destroy() | |
56 | |
57 | |
58 when isMainModule: | |
59 main() |