mirror of
https://github.com/AntonioND/dsma-library.git
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252 lines
6.3 KiB
C
252 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 "one_quad_dsm_bin.h"
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#include "robot_dsm_bin.h"
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#include "wiggle_dsm_bin.h"
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// Animations
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#include "one_quad_wiggle_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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#include "wiggle_shake_dsa_bin.h"
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// Textures
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#include "texture128_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(90, 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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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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}
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#define NUM_ROBOTS 7
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#define NUM_QUADS 5
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#define NUM_WIGGLES 13
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#define NUM_MODELS (NUM_ROBOTS + NUM_QUADS + NUM_WIGGLES)
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struct {
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int32_t x, y, z;
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uint32_t num_frames;
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uint32_t curr_frame_interp;
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uint32_t animation_speed;
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int animation_index;
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} model[NUM_MODELS];
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const void *robot_dsa_file[] = {
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robot_bow_dsa_bin,
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robot_walk_dsa_bin,
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robot_wave_dsa_bin
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};
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const size_t robot_dsa_num = sizeof(robot_dsa_file) / sizeof(robot_dsa_file[0]);
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void initialize_models(void)
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{
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for (int i = 0; i < NUM_MODELS; i++)
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{
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model[i].x = ((i % 5) * inttof32(5)) - inttof32(10);
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model[i].y = 0;
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model[i].z = ((i / 5) * inttof32(5)) - inttof32(10);
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model[i].curr_frame_interp = 0;
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model[i].animation_speed = (((i * 7) % 10) + 8) << 6;
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}
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int index = 0;
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for (int i = 0; i < NUM_ROBOTS; i++)
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{
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int anim_index = i % robot_dsa_num;
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model[index].animation_index = anim_index;
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model[index].num_frames = DSMA_GetNumFrames(robot_dsa_file[anim_index]);
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index++;
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}
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for (int i = 0; i < NUM_QUADS; i++)
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{
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model[index].animation_index = 0;
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model[index].num_frames = DSMA_GetNumFrames(one_quad_wiggle_dsa_bin);
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index++;
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}
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for (int i = 0; i < NUM_WIGGLES; i++)
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{
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model[index].animation_index = 0;
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model[index].num_frames = DSMA_GetNumFrames(wiggle_shake_dsa_bin);
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index++;
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}
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}
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void draw_and_update_models(void)
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{
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int index = 0;
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for (int i = 0; i < NUM_ROBOTS; i++)
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{
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const void *dsm = robot_dsm_bin;
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const void *dsa = robot_dsa_file[model[index].animation_index];
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uint32_t frame = model[index].curr_frame_interp;
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glPushMatrix();
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glTranslatef32(model[index].x, model[index].y, model[index].z);
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DSMA_DrawModel(dsm, dsa, frame);
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glPopMatrix(1);
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index++;
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}
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for (int i = 0; i < NUM_QUADS; i++)
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{
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const void *dsm = one_quad_dsm_bin;
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const void *dsa = one_quad_wiggle_dsa_bin;
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uint32_t frame = model[index].curr_frame_interp;
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glPushMatrix();
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glTranslatef32(model[index].x, model[index].y, model[index].z);
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DSMA_DrawModel(dsm, dsa, frame);
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glPopMatrix(1);
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index++;
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}
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for (int i = 0; i < NUM_WIGGLES; i++)
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{
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const void *dsm = wiggle_dsm_bin;
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const void *dsa = wiggle_shake_dsa_bin;
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uint32_t frame = model[index].curr_frame_interp;
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glPushMatrix();
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glTranslatef32(model[index].x, model[index].y, model[index].z);
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DSMA_DrawModel(dsm, dsa, frame);
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glPopMatrix(1);
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index++;
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}
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for (int i = 0; i < NUM_MODELS; i++)
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{
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model[i].curr_frame_interp += model[i].animation_speed;
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if (model[i].curr_frame_interp >= inttof32(model[i].num_frames))
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model[i].curr_frame_interp -= inttof32(model[i].num_frames);
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}
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}
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int main(void)
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{
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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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initialize_models();
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printf("\x1b[0;0HRotate: Left/Right");
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printf("\x1b[1;0HExit demo: START");
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printf("\x1b[19;0HTime Ticks us CPU%%");
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float rotationY = 0.0f;
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while(1)
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{
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cpuStartTiming(0);
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glLoadIdentity();
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gluLookAt(10.0, 6.0, 10.0, // camera possition
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0.0, -6.0, 0.0, // look at
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0.0, 1.0, 0.0); // up
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glBindTexture(0, textureID);
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glRotateY(rotationY);
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draw_and_update_models();
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// Wait for geometry engine operations to end
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while (GFX_STATUS & BIT(27));
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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[20;0H %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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printf("\x1b[23;0HPolys: %4d Vertices: %4d",
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GFX_POLYGON_RAM_USAGE, GFX_VERTEX_RAM_USAGE);
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scanKeys();
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u16 keys_held = keysHeld();
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if (keys_held & KEY_RIGHT)
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rotationY += 3;
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if (keys_held & KEY_LEFT)
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rotationY -= 3;
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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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