// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2022-2024 #include #include #include "dsma/dsma.h" // Animated models #include "robot_dsm_bin.h" // Animations #include "robot_walk_dsa_bin.h" // Textures #include "texture128_bin.h" void setup_video(void) { videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); consoleDemoInit(); glInit(); glEnable(GL_ANTIALIAS); glEnable(GL_TEXTURE_2D); // Setup the rear plane glClearColor(2, 2, 2, 31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); glViewport(0, 0, 255, 191); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); glLight(0, RGB15(0, 31, 0), 0, floattov10(0.8), floattov10(-0.2)); glLight(1, RGB15(31, 0, 0), 0, floattov10(-0.8), floattov10(-0.2)); glLight(2, RGB15(31, 31, 0), floattov10(0.7), 0, floattov10(-0.7)); glLight(3, RGB15(0, 0, 31), floattov10(-0.7), 0, floattov10(-0.7)); glMaterialf(GL_AMBIENT, RGB15(0, 0, 0)); glMaterialf(GL_DIFFUSE, RGB15(31, 31, 31)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(0, 0, 0)); glMaterialf(GL_EMISSION, RGB15(0, 0, 0)); glMaterialShinyness(); glMatrixMode(GL_MODELVIEW); //glMatrixMode(GL_POSITION); // This rotates lights with the model glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3); } int main(void) { // Basic 3D setup, mostly from libnds examples setup_video(); // Load texture int textureID; glGenTextures(1, &textureID); glBindTexture(0, textureID); if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0) { printf("Failed to load texture"); while (1) swiWaitForVBlank(); } // Get pointers to the animated model files const void *dsa_file = robot_walk_dsa_bin; const void *dsm_file = robot_dsm_bin; // Obtain number of frames in the animation const uint32_t num_frames = DSMA_GetNumFrames(dsa_file); printf("\x1b[1;0HAnimate model: L/R"); printf("\x1b[2;0HRotate model: Direction pad"); printf("\x1b[3;0HExit demo: START"); int32_t frame = 0; float rotateY = 0.0; float rotateZ = 0.0; while(1) { glLoadIdentity(); gluLookAt(8.0, 3.0, 0.0, // camera possition 0.0, 3.0, 0.0, // look at 0.0, 1.0, 0.0); // up // Draw animated model glPushMatrix(); { glRotateY(rotateY); glRotateZ(rotateZ); glBindTexture(0, textureID); DSMA_DrawModel(dsm_file, dsa_file, frame); } glPopMatrix(1); scanKeys(); u16 keys_held = keysHeld(); if (keys_held & KEY_UP) rotateZ += 3; if (keys_held & KEY_DOWN) rotateZ -= 3; if (keys_held & KEY_LEFT) rotateY -= 3; if (keys_held & KEY_RIGHT) rotateY += 3; printf("\x1b[11;0HCurrent frame: %.2f ", f32tofloat(frame)); if (keys_held & KEY_R) { frame += 1 << 9; if (frame >= (num_frames << 12)) frame -= num_frames << 12; } if (keys_held & KEY_L) { frame -= 1 << 9; if (frame < 0) frame += num_frames << 12; } glFlush(0); swiWaitForVBlank(); if (keys_held & KEY_START) break; } return 0; }