Mercurial > games > semicongine
diff tests/test_collision.nim @ 1021:73b572f82a1f
add: bases for a better input-system
author | sam <sam@basx.dev> |
---|---|
date | Thu, 09 May 2024 23:02:35 +0700 |
parents | f054b8bacab8 |
children | 74957cbf589b |
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--- a/tests/test_collision.nim Wed May 08 15:46:47 2024 +0700 +++ b/tests/test_collision.nim Thu May 09 23:02:35 2024 +0700 @@ -3,9 +3,9 @@ proc main() = var scene = Scene(name: "main") - scene.add rect(color="f00f") + scene.add rect(color = "f00f") scene.add rect() - scene.add circle(color="0f0f") + 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() @@ -15,16 +15,17 @@ const shaderConfiguration = createShaderConfiguration( - inputs=[ - attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), + 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;""", + 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") @@ -32,21 +33,21 @@ engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) engine.loadScene(scene) - while engine.updateInputs() == Running and not engine.keyIsDown(Escape): - if engine.windowWasResized(): + while engine.updateInputs() and not keyIsDown(Escape): + if windowWasResized(): var winSize = engine.getWindow().size - scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) - 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) + 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 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) + 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)