Mercurial > games > semicongine
view tests/test_collision.nim @ 784:fa39e67dded7
add: first complete working version of multiple materials and shaders per scene, yipie :)
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 22:24:06 +0700 |
parents | e45c2927ecca |
children | 69e18f69713b |
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import semicongine proc main() = var scene = newScene("main", root=newEntity("rect")) 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) 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, 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) 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(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()]) engine.renderScene(scene) engine.destroy() when isMainModule: main()