mirror of
https://github.com/AntonioND/architectds.git
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131 lines
2.8 KiB
C
131 lines
2.8 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2024
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#include <stdio.h>
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#include <nds.h>
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#include "grit/neon_png.h"
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int main(int argc, char **argv)
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{
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int textureID;
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videoSetMode(MODE_0_3D);
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glInit();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_ANTIALIAS);
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// The background must be fully opaque and have a unique polygon ID
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// (different from the polygons that are going to be drawn) so that
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// antialias works.
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glClearColor(0, 0, 0, 31);
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glClearPolyID(63);
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glClearDepth(0x7FFF);
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glViewport(0, 0, 255, 191);
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// Setup some VRAM as memory for textures
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vramSetBankA(VRAM_A_TEXTURE);
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// Load texture
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glGenTextures(1, &textureID);
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glBindTexture(0, textureID);
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glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0,
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TEXGEN_TEXCOORD, (u8*)neon_pngBitmap);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(70, 256.0 / 192.0, 0.1, 40);
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gluLookAt(0.0, 0.0, 2.0, // Position
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0.0, 0.0, 0.0, // Look at
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0.0, 1.0, 0.0); // Up
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// Setup sub screen for the text console
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consoleDemoInit();
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int angle_x = 0;
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int angle_z = 0;
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while (1)
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{
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// Synchronize game loop to the screen refresh
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swiWaitForVBlank();
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// Print some text in the demo console
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// -----------------------------------
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// Clear console
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printf("\x1b[2J");
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// Print some controls
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printf("PAD: Rotate triangle\n");
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printf("START: Exit to loader\n");
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printf("\n");
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// Handle user input
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// -----------------
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scanKeys();
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uint16_t keys = keysHeld();
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if (keys & KEY_LEFT)
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angle_z += 3;
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if (keys & KEY_RIGHT)
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angle_z -= 3;
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if (keys & KEY_UP)
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angle_x += 3;
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if (keys & KEY_DOWN)
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angle_x -= 3;
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if (keys & KEY_START)
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break;
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// Render 3D scene
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// ---------------
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glPushMatrix();
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glRotateZ(angle_z);
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glRotateX(angle_x);
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glMatrixMode(GL_MODELVIEW);
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
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glBindTexture(0, textureID);
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glColor3f(1, 1, 1);
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glBegin(GL_QUADS);
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GFX_TEX_COORD = (TEXTURE_PACK(0, inttot16(128)));
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glVertex3v16(floattov16(-1), floattov16(-1), 0);
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GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128),inttot16(128)));
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glVertex3v16(floattov16(1), floattov16(-1), 0);
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GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128), 0));
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glVertex3v16(floattov16(1), floattov16(1), 0);
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GFX_TEX_COORD = (TEXTURE_PACK(0,0));
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glVertex3v16(floattov16(-1), floattov16(1), 0);
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glEnd();
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glPopMatrix(1);
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glFlush(0);
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}
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return 0;
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}
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