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> |
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date | Tue, 29 Aug 2023 00:01:13 +0700 |
parents | e45c2927ecca |
children | 05fb85ba97dd |
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789:fca6f069d59e | 790:a979e5c581de |
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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: |