mirror of
https://github.com/AntonioND/dsma-library.git
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243 lines
6.3 KiB
C
243 lines
6.3 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2022-2024
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#include <stdio.h>
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#include <nds.h>
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#include "dsma/dsma.h"
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// Animated models
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#include "robot_dsm_bin.h"
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// Animations
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#include "robot_dsa_bin.h"
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#include "robot_bow_dsa_bin.h"
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#include "robot_walk_dsa_bin.h"
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#include "robot_wave_dsa_bin.h"
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// Textures
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#include "texture128_bin.h"
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// Static models
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#include "ball_bin.h"
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void setup_video(void)
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{
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videoSetMode(MODE_0_3D);
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vramSetBankA(VRAM_A_TEXTURE);
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consoleDemoInit();
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glInit();
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glEnable(GL_ANTIALIAS);
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glEnable(GL_TEXTURE_2D);
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// Setup the rear plane
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glClearColor(2, 2, 2, 31); // BG must be opaque for AA to work
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glClearPolyID(63); // BG must have a unique polygon ID for AA to work
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glClearDepth(0x7FFF);
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glViewport(0, 0, 255, 191);
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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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glLight(0, RGB15(0, 31, 0), 0, floattov10(0.8), floattov10(-0.2));
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glLight(1, RGB15(31, 0, 0), 0, floattov10(-0.8), floattov10(-0.2));
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glLight(2, RGB15(31, 31, 0), floattov10(0.7), 0, floattov10(-0.7));
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glLight(3, RGB15(0, 0, 31), floattov10(-0.7), 0, floattov10(-0.7));
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glMaterialf(GL_AMBIENT, RGB15(0, 0, 0));
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glMaterialf(GL_DIFFUSE, RGB15(31, 31, 31));
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glMaterialf(GL_SPECULAR, BIT(15) | RGB15(0, 0, 0));
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glMaterialf(GL_EMISSION, RGB15(0, 0, 0));
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glMaterialShinyness();
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glMatrixMode(GL_MODELVIEW);
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//glMatrixMode(GL_POSITION); // This rotates lights with the model
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}
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int main(void)
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{
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float rotateY = 0.0;
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float rotateZ = 0.0;
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setup_video();
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int textureID;
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glGenTextures(1, &textureID);
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glBindTexture(0, textureID);
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if (glTexImage2D(0, 0, GL_RGBA, 128, 128, 0, TEXGEN_TEXCOORD, texture128_bin) == 0)
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{
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printf("Failed to load texture");
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while (1)
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swiWaitForVBlank();
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}
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const void *animations[] = {
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robot_wave_dsa_bin,
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robot_bow_dsa_bin,
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robot_walk_dsa_bin,
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robot_dsa_bin,
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};
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const char *names[] = {
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"Wave ",
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"Bow ",
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"Walk ",
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"Base Pose"
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};
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const size_t num_animations = sizeof(animations) / sizeof(animations[0]);
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int curr_animation = 0;
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const void *dsa_file = NULL;
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const void *dsm_file = robot_dsm_bin;
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int32_t frame = 0;
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printf("\x1b[0;0HSwitch animation: X/Y");
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printf("\x1b[1;0HAnimate model: L/R");
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printf("\x1b[2;0HRotate model: Direction pad");
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printf("\x1b[3;0HExit demo: START");
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while(1)
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{
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dsa_file = animations[curr_animation];
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uint32_t num_frames = DSMA_GetNumFrames(dsa_file);
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printf("\x1b[10;0HAnimation: %s ", names[curr_animation]);
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printf("\x1b[11;0HCurrent frame: %.2f ", f32tofloat(frame));
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glLoadIdentity();
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gluLookAt(8.0, 3.0, 0.0, // camera possition
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0.0, 3.0, 0.0, // look at
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0.0, 1.0, 0.0); // up
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glPushMatrix();
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{
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glRotateY(rotateY);
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glRotateZ(rotateZ);
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glBindTexture(0, textureID);
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 |
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POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3);
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cpuStartTiming(0);
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DSMA_DrawModel(dsm_file, dsa_file, frame);
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uint32_t end_time = cpuEndTiming();
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const float us_per_frame = 1000000.0 / 60.0;
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printf("\x1b[19;0HTime Ticks us CPU%%");
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printf("\x1b[20;0HTotal: %6lu %4lu %.3f%% ",
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end_time, timerTicks2usec(end_time),
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100.0 * timerTicks2usec(end_time) / us_per_frame);
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// Wait for geometry engine operations to end
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while (GFX_STATUS & BIT(27));
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printf("\x1b[23;0HPolys: %4d Vertices: %4d",
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GFX_POLYGON_RAM_USAGE, GFX_VERTEX_RAM_USAGE);
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// Draw axes of coordinates of the model
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
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glBindTexture(0, 0);
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glColor3f(1, 0, 0);
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glVertex3f(0, 0.2, 0);
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glVertex3f(0., -0.2, 0);
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glVertex3f(5, 0, 0);
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glVertex3f(0, 0, 0.2);
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glVertex3f(0., 0, -0.2);
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glVertex3f(5, 0, 0);
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glColor3f(0, 1, 0);
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glVertex3f(0, 0, 0.2);
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glVertex3f(0, 0, -0.2);
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glVertex3f(0, 5, 0);
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glVertex3f(0.2, 0, 0);
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glVertex3f(-0.2, 0, 0);
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glVertex3f(0, 5, 0);
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glColor3f(0, 0, 1);
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glVertex3f(0.2, 0, 0);
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glVertex3f(-0.2, 0, 0);
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glVertex3f(0, 0, 5);
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glVertex3f(0, 0.2, 0);
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glVertex3f(0, -0.2, 0);
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glVertex3f(0, 0, 5);
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}
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glPopMatrix(1);
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// Draw a ball to use as reference for the lights
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glPushMatrix();
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{
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 |
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POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3);
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glTranslatef(0, 3, 5);
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glCallList(ball_bin);
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}
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glPopMatrix(1);
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scanKeys();
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u16 keys_held = keysHeld();
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u16 keys_down = keysDown();
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if (keys_down & KEY_X)
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{
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curr_animation++;
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if (curr_animation >= num_animations)
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curr_animation = 0;
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frame = 0;
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}
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if (keys_down & KEY_Y)
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{
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curr_animation--;
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if (curr_animation < 0)
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curr_animation = num_animations - 1;
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frame = 0;
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}
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if (keys_held & KEY_UP)
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rotateZ += 3;
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if (keys_held & KEY_DOWN)
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rotateZ -= 3;
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if (keys_held & KEY_LEFT)
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rotateY -= 3;
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if (keys_held & KEY_RIGHT)
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rotateY += 3;
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if (keys_held & KEY_R)
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{
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frame += 1 << 9;
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if (frame >= (num_frames << 12))
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frame -= num_frames << 12;
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}
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if (keys_held & KEY_L)
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{
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frame -= 1 << 9;
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if (frame < 0)
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frame += num_frames << 12;
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}
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glFlush(0);
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swiWaitForVBlank();
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if (keys_held & KEY_START)
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break;
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}
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return 0;
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}
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