Mercurial > games > semicongine
comparison tests/test_collision.nim @ 790:a979e5c581de
add: scene/shader compatability check, fix collision code to work with new APIs
| author | Sam <sam@basx.dev> |
|---|---|
| date | Tue, 29 Aug 2023 00:01:13 +0700 |
| parents | e45c2927ecca |
| children | 05fb85ba97dd |
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| 789:fca6f069d59e | 790:a979e5c581de |
|---|---|
| 1 import std/tables | |
| 2 | |
| 1 import semicongine | 3 import semicongine |
| 2 | 4 |
| 5 proc main() = | |
| 6 var scene = Scene(name: "main") | |
| 3 | 7 |
| 4 proc main() = | 8 scene.meshes.add rect(color="f00f") |
| 5 var scene = newScene("main", root=newEntity("rect")) | 9 scene.meshes.add rect() |
| 6 | 10 scene.meshes.add circle(color="0f0f") |
| 7 var obj1 = newEntity("Obj1", { | 11 scene.meshes[1].transform = scale(0.8, 0.8) |
| 8 "mesh": Component(rect(color="f00f")), | 12 scene.meshes[2].transform = scale(0.1, 0.1) |
| 9 "hitbox": Component(HitBox(transform: translate3d(-0.5, -0.5, -0.5))) | 13 scene.addShaderGlobal("perspective", Unit4F32) |
| 10 }) | |
| 11 var obj2 = newEntity("Obj2", { | |
| 12 "mesh": Component(rect()), | |
| 13 "hitbox": Component(HitBox(transform: translate3d(-0.5, -0.5, -0.5))) | |
| 14 }) | |
| 15 var obj3 = newEntity("Obj3", { | |
| 16 "mesh": Component(circle(color="0f0f")), | |
| 17 "hitbox": Component(HitSphere(radius: 0.5)) | |
| 18 }) | |
| 19 | |
| 20 scene.root.add obj2 | |
| 21 scene.root.add obj1 | |
| 22 scene.root.add obj3 | |
| 23 obj1.transform = scale3d(0.8, 0.8) | |
| 24 obj3.transform = scale3d(0.1, 0.1) | |
| 25 | 14 |
| 26 const | 15 const |
| 27 vertexInput = @[ | 16 shaderConfiguration = createShaderConfiguration( |
| 28 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), | 17 inputs=[ |
| 29 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 18 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), |
| 30 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), | 19 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
| 31 ] | 20 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), |
| 32 intermediate = @[attr[Vec4f]("colorout"),] | 21 ], |
| 33 uniforms = @[attr[Mat4]("perspective")] | 22 intermediates=[attr[Vec4f]("colorout")], |
| 34 fragOutput = @[attr[Vec4f]("fragcolor")] | 23 uniforms=[attr[Mat4]("perspective")], |
| 35 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | 24 outputs=[attr[Vec4f]("fragcolor")], |
| 36 inputs=vertexInput, | |
| 37 intermediate=intermediate, | |
| 38 outputs=fragOutput, | |
| 39 uniforms=uniforms, | |
| 40 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", | 25 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", |
| 41 fragmentCode="""fragcolor = colorout;""", | 26 fragmentCode="""fragcolor = colorout;""", |
| 42 ) | 27 ) |
| 43 | 28 |
| 44 var engine = initEngine("Test collisions") | 29 var engine = initEngine("Test collisions") |
| 45 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 30 |
| 46 engine.addScene(scene, vertexInput, @[], materialIndexAttribute="") | 31 engine.initRenderer({"": shaderConfiguration}.toTable) |
| 47 scene.addShaderGlobal("perspective", Unit4F32) | 32 engine.addScene(scene) |
| 48 | 33 |
| 49 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 34 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 50 if engine.windowWasResized(): | 35 if engine.windowWasResized(): |
| 51 var winSize = engine.getWindow().size | 36 var winSize = engine.getWindow().size |
| 52 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) | 37 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) |
| 53 if engine.keyIsDown(A): obj1.transform = obj1.transform * translate3d(-0.001, 0, 0) | 38 if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) |
| 54 if engine.keyIsDown(D): obj1.transform = obj1.transform * translate3d( 0.001, 0, 0) | 39 if engine.keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0.001, 0, 0) |
| 55 if engine.keyIsDown(W): obj1.transform = obj1.transform * translate3d( 0, -0.001, 0) | 40 if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0) |
| 56 if engine.keyIsDown(S): obj1.transform = obj1.transform * translate3d( 0, 0.001, 0) | 41 if engine.keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, 0.001, 0) |
| 57 if engine.keyIsDown(Q): obj1.transform = obj1.transform * rotate3d(-0.001, Z) | 42 if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) |
| 58 if engine.keyIsDown(Key.E): obj1.transform = obj1.transform * rotate3d( 0.001, Z) | 43 if engine.keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate( 0.001, Z) |
| 59 | 44 |
| 60 if engine.keyIsDown(Key.Z): obj2.transform = obj2.transform * rotate3d(-0.001, Z) | 45 if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) |
| 61 if engine.keyIsDown(Key.X): obj2.transform = obj2.transform * rotate3d( 0.001, Z) | 46 if engine.keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate( 0.001, Z) |
| 62 if engine.keyIsDown(Key.C): obj2.transform = obj2.transform * translate3d(0, -0.001, 0) | 47 if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) |
| 63 if engine.keyIsDown(Key.V): obj2.transform = obj2.transform * translate3d(0, 0.001, 0) | 48 if engine.keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) |
| 64 echo intersects(obj1["hitbox", HitBox()], obj3["hitbox", HitSphere()]) | 49 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) |
| 50 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) | |
| 51 echo intersects(hitbox, hitsphere) | |
| 65 engine.renderScene(scene) | 52 engine.renderScene(scene) |
| 66 engine.destroy() | 53 engine.destroy() |
| 67 | 54 |
| 68 | 55 |
| 69 when isMainModule: | 56 when isMainModule: |
