Mercurial > games > semicongine
diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/old_tests/test_collision.nim Mon Jul 15 20:06:42 2024 +0700 @@ -0,0 +1,59 @@ +import semicongine + +proc main() = + var scene = Scene(name: "main") + + scene.Add Rect(color = "f00f") + scene.Add Rect() + scene.Add Circle(color = "0f0f") + scene.meshes[0].material = VERTEX_COLORED_MATERIAL.InitMaterialData() + scene.meshes[1].material = VERTEX_COLORED_MATERIAL.InitMaterialData() + scene.meshes[2].material = VERTEX_COLORED_MATERIAL.InitMaterialData() + scene.meshes[1].transform = Scale(0.8, 0.8) + scene.meshes[2].transform = Scale(0.1, 0.1) + scene.AddShaderGlobal("perspective", Unit4F32) + + const + shaderConfiguration = CreateShaderConfiguration( + name = "default shader", + inputs = [ + Attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), + Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), + Attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), + ], + intermediates = [Attr[Vec4f]("colorout")], + uniforms = [Attr[Mat4]("perspective")], + outputs = [Attr[Vec4f]("fragcolor")], + vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", + fragmentCode = """fragcolor = colorout;""", + ) + + var engine = InitEngine("Test collisions") + + engine.InitRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) + engine.LoadScene(scene) + + while engine.UpdateInputs() and not KeyIsDown(Escape): + if WindowWasResized(): + var winSize = engine.GetWindow().Size + scene.SetShaderGlobal("perspective", OrthoWindowAspect(winSize[0] / winSize[1])) + if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * Translate(-0.001, 0, 0) + if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0.001, 0, 0) + if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, -0.001, 0) + if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, 0.001, 0) + if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(-0.001, Z) + if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(0.001, Z) + + if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(-0.001, Z) + if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(0.001, Z) + if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, -0.001, 0) + if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, 0.001, 0) + let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * Translate(-0.5, -0.5)) + let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) + echo Intersects(hitbox, hitsphere) + engine.RenderScene(scene) + engine.Destroy() + + +when isMainModule: + main()