Mercurial > games > semicongine
comparison old_tests/test_collision.nim @ 1203:6360c8d17ce0 compiletime-tests
did: preprations to add rendering tests
| author | sam <sam@basx.dev> |
|---|---|
| date | Mon, 15 Jul 2024 20:06:42 +0700 |
| parents | tests/test_collision.nim@114f395b9144 |
| children |
comparison
equal
deleted
inserted
replaced
| 1202:a8864fe6fe6e | 1203:6360c8d17ce0 |
|---|---|
| 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() |
