Mercurial > games > semicongine
view tests/test_collision.nim @ 1052:b8d20f75ecef
add: some sync (not finished), simplify renderpass af
author | sam <sam@basx.dev> |
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date | Sat, 30 Mar 2024 20:29:33 +0700 |
parents | f054b8bacab8 |
children | 73b572f82a1f |
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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( 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() == 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): 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): 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() when isMainModule: main()