Mercurial > games > semicongine
diff tests/test_collision.nim @ 329:69e18f69713b
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 | 89800309ab09 |
children | 05fb85ba97dd |
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--- a/tests/test_collision.nim Fri Aug 25 01:14:04 2023 +0700 +++ b/tests/test_collision.nim Tue Aug 29 00:01:13 2023 +0700 @@ -1,67 +1,54 @@ +import std/tables + import semicongine - proc main() = - var scene = newScene("main", root=newEntity("rect")) + var scene = Scene(name: "main") - var obj1 = newEntity("Obj1", { - "mesh": Component(rect(color="f00f")), - "hitbox": Component(HitBox(transform: translate3d(-0.5, -0.5, -0.5))) - }) - var obj2 = newEntity("Obj2", { - "mesh": Component(rect()), - "hitbox": Component(HitBox(transform: translate3d(-0.5, -0.5, -0.5))) - }) - var obj3 = newEntity("Obj3", { - "mesh": Component(circle(color="0f0f")), - "hitbox": Component(HitSphere(radius: 0.5)) - }) - - scene.root.add obj2 - scene.root.add obj1 - scene.root.add obj3 - obj1.transform = scale3d(0.8, 0.8) - obj3.transform = scale3d(0.1, 0.1) + scene.meshes.add rect(color="f00f") + scene.meshes.add rect() + scene.meshes.add circle(color="0f0f") + scene.meshes[1].transform = scale(0.8, 0.8) + scene.meshes[2].transform = scale(0.1, 0.1) + scene.addShaderGlobal("perspective", Unit4F32) const - vertexInput = @[ - attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), - ] - intermediate = @[attr[Vec4f]("colorout"),] - uniforms = @[attr[Mat4]("perspective")] - fragOutput = @[attr[Vec4f]("fragcolor")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=vertexInput, - intermediate=intermediate, - outputs=fragOutput, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + 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.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput, @[], materialIndexAttribute="") - scene.addShaderGlobal("perspective", Unit4F32) + + engine.initRenderer({"": shaderConfiguration}.toTable) + engine.addScene(scene) while engine.updateInputs() == Running and not engine.keyIsDown(Escape): if engine.windowWasResized(): var winSize = engine.getWindow().size scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) - if engine.keyIsDown(A): obj1.transform = obj1.transform * translate3d(-0.001, 0, 0) - if engine.keyIsDown(D): obj1.transform = obj1.transform * translate3d( 0.001, 0, 0) - if engine.keyIsDown(W): obj1.transform = obj1.transform * translate3d( 0, -0.001, 0) - if engine.keyIsDown(S): obj1.transform = obj1.transform * translate3d( 0, 0.001, 0) - if engine.keyIsDown(Q): obj1.transform = obj1.transform * rotate3d(-0.001, Z) - if engine.keyIsDown(Key.E): obj1.transform = obj1.transform * rotate3d( 0.001, Z) + if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) + if engine.keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0.001, 0, 0) + if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0) + if engine.keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, 0.001, 0) + if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) + if engine.keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate( 0.001, Z) - if engine.keyIsDown(Key.Z): obj2.transform = obj2.transform * rotate3d(-0.001, Z) - if engine.keyIsDown(Key.X): obj2.transform = obj2.transform * rotate3d( 0.001, Z) - if engine.keyIsDown(Key.C): obj2.transform = obj2.transform * translate3d(0, -0.001, 0) - if engine.keyIsDown(Key.V): obj2.transform = obj2.transform * translate3d(0, 0.001, 0) - echo intersects(obj1["hitbox", HitBox()], obj3["hitbox", HitSphere()]) + if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) + if engine.keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate( 0.001, Z) + if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) + if engine.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()