Mercurial > games > semicongine
comparison tests/test_collision.nim @ 1021:73b572f82a1f
add: bases for a better input-system
author | sam <sam@basx.dev> |
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date | Thu, 09 May 2024 23:02:35 +0700 |
parents | f054b8bacab8 |
children | 74957cbf589b |
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1020:355ef428b5f4 | 1021:73b572f82a1f |
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1 import semicongine | 1 import semicongine |
2 | 2 |
3 proc main() = | 3 proc main() = |
4 var scene = Scene(name: "main") | 4 var scene = Scene(name: "main") |
5 | 5 |
6 scene.add rect(color="f00f") | 6 scene.add rect(color = "f00f") |
7 scene.add rect() | 7 scene.add rect() |
8 scene.add circle(color="0f0f") | 8 scene.add circle(color = "0f0f") |
9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
12 scene.meshes[1].transform = scale(0.8, 0.8) | 12 scene.meshes[1].transform = scale(0.8, 0.8) |
13 scene.meshes[2].transform = scale(0.1, 0.1) | 13 scene.meshes[2].transform = scale(0.1, 0.1) |
14 scene.addShaderGlobal("perspective", Unit4F32) | 14 scene.addShaderGlobal("perspective", Unit4F32) |
15 | 15 |
16 const | 16 const |
17 shaderConfiguration = createShaderConfiguration( | 17 shaderConfiguration = createShaderConfiguration( |
18 inputs=[ | 18 name = "default shader", |
19 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), | 19 inputs = [ |
20 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 20 attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), |
21 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), | 21 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), |
22 attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), | |
22 ], | 23 ], |
23 intermediates=[attr[Vec4f]("colorout")], | 24 intermediates = [attr[Vec4f]("colorout")], |
24 uniforms=[attr[Mat4]("perspective")], | 25 uniforms = [attr[Mat4]("perspective")], |
25 outputs=[attr[Vec4f]("fragcolor")], | 26 outputs = [attr[Vec4f]("fragcolor")], |
26 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", | 27 vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", |
27 fragmentCode="""fragcolor = colorout;""", | 28 fragmentCode = """fragcolor = colorout;""", |
28 ) | 29 ) |
29 | 30 |
30 var engine = initEngine("Test collisions") | 31 var engine = initEngine("Test collisions") |
31 | 32 |
32 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) | 33 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) |
33 engine.loadScene(scene) | 34 engine.loadScene(scene) |
34 | 35 |
35 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 36 while engine.updateInputs() and not keyIsDown(Escape): |
36 if engine.windowWasResized(): | 37 if windowWasResized(): |
37 var winSize = engine.getWindow().size | 38 var winSize = engine.getWindow().size |
38 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) | 39 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[0] / winSize[1])) |
39 if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) | 40 if keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) |
40 if engine.keyIsDown(D): 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) |
41 if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0) | 42 if keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, -0.001, 0) |
42 if engine.keyIsDown(S): 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) |
43 if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) | 44 if keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) |
44 if engine.keyIsDown(Key.E): 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) |
45 | 46 |
46 if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) | 47 if keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) |
47 if engine.keyIsDown(Key.X): 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) |
48 if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) | 49 if keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) |
49 if engine.keyIsDown(Key.V): 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) |
50 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) | 51 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) |
51 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) | 52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) |
52 echo intersects(hitbox, hitsphere) | 53 echo intersects(hitbox, hitsphere) |
53 engine.renderScene(scene) | 54 engine.renderScene(scene) |
54 engine.destroy() | 55 engine.destroy() |