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https://github.com/AntonioND/nitro-engine.git
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examples: Add shadow volume example
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220
examples/effects/volumetric_shadow/Makefile
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220
examples/effects/volumetric_shadow/Makefile
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@ -0,0 +1,220 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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include $(DEVKITARM)/ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source
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INCLUDES := include
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DATA := data
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GRAPHICS := graphics
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AUDIO :=
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ICON :=
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO :=
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# These set the information text in the nds file
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GAME_TITLE := $(shell basename $(CURDIR))
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GAME_SUBTITLE1 := Nitro Engine example
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GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project (order is important)
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#---------------------------------------------------------------------------------
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LIBS := -lNE -lfat -lnds9
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# automatigically add libraries for NitroFS
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ifneq ($(strip $(NITRO)),)
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LIBS := -lfilesystem -lfat $(LIBS)
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endif
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# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
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LIBS := -lmm9 $(LIBS)
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endif
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nitro-engine
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
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$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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# prepare NitroFS directory
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ifneq ($(strip $(NITRO)),)
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export NITRO_FILES := $(CURDIR)/$(NITRO)
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endif
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# get audio list for maxmod
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ifneq ($(strip $(AUDIO)),)
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export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
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# place the soundbank file in NitroFS if using it
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ifneq ($(strip $(NITRO)),)
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export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
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# otherwise, needs to be loaded from memory
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else
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export SOUNDBANK := soundbank.bin
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BINFILES += $(SOUNDBANK)
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endif
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endif
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
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$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.bmp)
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ifneq (,$(findstring $(TARGET).bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/$(TARGET).bmp
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else
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ifneq (,$(findstring icon.bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/icon.bmp
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endif
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endif
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else
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ifeq ($(suffix $(ICON)), .grf)
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export GAME_ICON := $(CURDIR)/$(ICON)
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else
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export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
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endif
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endif
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
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$(OUTPUT).elf: $(OFILES)
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# source files depend on generated headers
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$(OFILES_SOURCES) : $(HFILES)
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# need to build soundbank first
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$(OFILES): $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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# rule to build solution from music files
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#---------------------------------------------------------------------------------
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$(SOUNDBANK) : $(MODFILES)
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#---------------------------------------------------------------------------------
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mmutil $^ -d -o$@ -hsoundbank.h
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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# you use in the graphics folders
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#---------------------------------------------------------------------------------
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%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
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grit $< -fts -o$*
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#---------------------------------------------------------------------------------
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# Convert non-GRF game icon to GRF if needed
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#---------------------------------------------------------------------------------
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$(GAME_ICON): $(notdir $(ICON))
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#---------------------------------------------------------------------------------
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@echo convert $(notdir $<)
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@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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7
examples/effects/volumetric_shadow/Makefile.blocksds
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7
examples/effects/volumetric_shadow/Makefile.blocksds
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# This is a minimal makefile only used for the examples. If you want a makefile
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# for your project, take one from the templates inside examples/templates.
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BINDIRS := data
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GFXDIRS := graphics
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include ../../Makefile.example.blocksds
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examples/effects/volumetric_shadow/assets.sh
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20
examples/effects/volumetric_shadow/assets.sh
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#!/bin/sh
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NITRO_ENGINE=$DEVKITPRO/nitro-engine
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ASSETS=$NITRO_ENGINE/examples/assets
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TOOLS=$NITRO_ENGINE/tools
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OBJ2DL=$TOOLS/obj2dl/obj2dl.py
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rm -rf data
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mkdir -p data
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python3 $OBJ2DL \
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--input $ASSETS/teapot.obj \
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--output data/teapot.bin \
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--texture 256 256 \
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--scale 0.1
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python3 $OBJ2DL \
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--input $ASSETS/cube.obj \
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--output data/cube.bin \
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--texture 256 256 \
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BIN
examples/effects/volumetric_shadow/data/teapot.bin
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BIN
examples/effects/volumetric_shadow/data/teapot.bin
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Binary file not shown.
2
examples/effects/volumetric_shadow/graphics/teapot.grit
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2
examples/effects/volumetric_shadow/graphics/teapot.grit
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@ -0,0 +1,2 @@
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# 16-bit palette, no transparency
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-gx -gb -gB16 -gT!
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BIN
examples/effects/volumetric_shadow/graphics/teapot.png
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BIN
examples/effects/volumetric_shadow/graphics/teapot.png
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Binary file not shown.
After Width: | Height: | Size: 100 KiB |
277
examples/effects/volumetric_shadow/source/main.c
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277
examples/effects/volumetric_shadow/source/main.c
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// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2024
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//
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// This file is part of Nitro Engine
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#include <NEMain.h>
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#include "teapot_bin.h"
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#include "teapot.h"
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typedef struct {
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NE_Camera *Camera;
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NE_Model *Teapot;
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NE_Material *Material;
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bool draw_edges;
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} SceneData;
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void DrawFloor(void)
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{
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NE_PolyNormal(0, -0.97, 0);
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NE_PolyBegin(GL_QUAD);
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NE_PolyTexCoord(0, 0);
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NE_PolyVertex(-10, 0, -10);
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NE_PolyTexCoord(0, 256);
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NE_PolyVertex(-10, 0, 10);
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NE_PolyTexCoord(256, 256);
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NE_PolyVertex(10, 0, 10);
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NE_PolyTexCoord(256, 0);
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NE_PolyVertex(10, 0, -10);
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NE_PolyEnd();
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}
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void DrawLid(void)
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{
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NE_PolyNormal(0, -0.97, 0);
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NE_PolyBegin(GL_QUAD);
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NE_PolyTexCoord(0, 0);
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NE_PolyVertex(-0.75, 3, -0.75);
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NE_PolyTexCoord(0, 256);
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NE_PolyVertex(-0.75, 3, 0.75);
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NE_PolyTexCoord(256, 256);
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NE_PolyVertex( 0.75, 3, 0.75);
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NE_PolyTexCoord(256, 0);
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NE_PolyVertex( 0.75, 3, -0.75);
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NE_PolyEnd();
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}
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void DrawShadowVolume(void)
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{
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// Lid
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NE_PolyBegin(GL_QUAD);
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NE_PolyVertex(-0.75, 3, -0.75);
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NE_PolyVertex(-0.75, 3, 0.75);
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NE_PolyVertex( 0.75, 3, 0.75);
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NE_PolyVertex( 0.75, 3, -0.75);
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NE_PolyEnd();
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// Walls
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NE_PolyBegin(GL_QUAD_STRIP);
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NE_PolyVertex(-0.75, 3, -0.75);
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NE_PolyVertex(-0.75, 0, -0.75);
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NE_PolyVertex(-0.75, 3, 0.75);
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NE_PolyVertex(-0.75, 0, 0.75);
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NE_PolyVertex( 0.75, 3, 0.75);
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NE_PolyVertex( 0.75, 0, 0.75);
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NE_PolyVertex( 0.75, 3, -0.75);
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NE_PolyVertex( 0.75, 0, -0.75);
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NE_PolyVertex(-0.75, 3, -0.75);
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NE_PolyVertex(-0.75, 0, -0.75);
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NE_PolyEnd();
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// Bottom
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NE_PolyBegin(GL_QUAD);
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NE_PolyVertex(-0.75, 0, -0.75);
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NE_PolyVertex(-0.75, 0, 0.75);
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NE_PolyVertex( 0.75, 0, 0.75);
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NE_PolyVertex( 0.75, 0, -0.75);
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NE_PolyEnd();
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}
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void Draw3DSceneBright(void *arg)
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{
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NE_LightSet(0, NE_White, 0, -0.97, -0.0);
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SceneData *Scene = arg;
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// Set camera
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NE_CameraUse(Scene->Camera);
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// Set polygon format for regular models
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NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, NE_MODULATION);
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// Draw regular models
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NE_ModelDraw(Scene->Teapot);
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NE_MaterialUse(Scene->Material);
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DrawFloor();
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DrawLid();
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// Draw shadow volume as a black volume (shadow)
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NE_MaterialUse(NULL);
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NE_PolyColor(NE_Black);
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if (Scene->draw_edges)
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{
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// Draw the shadow volume in wireframe mode to see where it is
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NE_PolyFormat(0, 0, 0, NE_CULL_NONE, NE_MODULATION);
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DrawShadowVolume();
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}
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NE_PolyFormat(1, 0, 0, NE_CULL_NONE, NE_SHADOW_POLYGONS);
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DrawShadowVolume();
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NE_PolyFormat(20, 63, 0, NE_CULL_NONE, NE_SHADOW_POLYGONS);
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DrawShadowVolume();
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}
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void Draw3DSceneDark(void *arg)
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{
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NE_LightSet(0, RGB15(8, 8, 8), 0, -0.97, -0.0);
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SceneData *Scene = arg;
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// Set camera
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NE_CameraUse(Scene->Camera);
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// Set polygon format for regular models
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NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, NE_MODULATION);
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// Draw regular models
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NE_ModelDraw(Scene->Teapot);
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NE_MaterialUse(Scene->Material);
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DrawFloor();
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DrawLid();
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// Draw shadow volume as a yellow volume (light)
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NE_MaterialUse(NULL);
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NE_PolyColor(NE_Yellow);
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if (Scene->draw_edges)
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{
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||||
// Draw the shadow volume in wireframe mode to see where it is
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||||
NE_PolyFormat(0, 0, 0, NE_CULL_NONE, NE_MODULATION);
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||||
DrawShadowVolume();
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||||
}
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||||
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||||
NE_PolyFormat(1, 0, 0, NE_CULL_NONE, NE_SHADOW_POLYGONS);
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||||
DrawShadowVolume();
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||||
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||||
NE_PolyFormat(20, 63, 0, NE_CULL_NONE, NE_SHADOW_POLYGONS);
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DrawShadowVolume();
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}
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int main(int argc, char *argv[])
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{
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SceneData Scene = { 0 };
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// This is needed for special screen effects
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_VBLANK, NE_HBLFunc);
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// Init console and Nitro Engine
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NE_InitDual3D();
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NE_InitConsole();
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// Setup camera
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Scene.Camera = NE_CameraCreate();
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NE_CameraSet(Scene.Camera,
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0, 3.25, -3.25,
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0, 1.25, 0,
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0, 1, 0);
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// Load teapot and texture
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{
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Scene.Teapot = NE_ModelCreate(NE_Static);
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||||
Scene.Material = NE_MaterialCreate();
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||||
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||||
// Load meshe from RAM and assign it to a model
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||||
NE_ModelLoadStaticMesh(Scene.Teapot, teapot_bin);
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||||
// Load teapot texture from RAM and assign it to a material
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||||
NE_MaterialTexLoad(Scene.Material, NE_RGB5, 256, 256,
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NE_TEXGEN_TEXCOORD | NE_TEXTURE_WRAP_S | NE_TEXTURE_WRAP_T,
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teapotBitmap);
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// Assign material to the model
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NE_ModelSetMaterial(Scene.Teapot, Scene.Material);
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// Set some properties to the material
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NE_MaterialSetProperties(Scene.Material,
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RGB15(24, 24, 24), // Diffuse
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RGB15(8, 8, 8), // Ambient
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RGB15(0, 0, 0), // Specular
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RGB15(0, 0, 0), // Emission
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false, false); // Vertex color, use shininess table
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// Set initial position of the object
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NE_ModelSetCoordI(Scene.Teapot,
|
||||
floattof32(0), floattof32(1.5), floattof32(0));
|
||||
}
|
||||
|
||||
printf("\x1b[0;0H"
|
||||
"ABXY: Rotate\n"
|
||||
"Pad: Move\n"
|
||||
"SELECT: Show edges of shadow\n"
|
||||
"START: Exit to loader\n");
|
||||
|
||||
while (1)
|
||||
{
|
||||
NE_WaitForVBL(0);
|
||||
|
||||
// Refresh keys
|
||||
scanKeys();
|
||||
uint32_t keys = keysHeld();
|
||||
|
||||
// Move model using the pad
|
||||
if (keys & KEY_UP)
|
||||
NE_ModelTranslate(Scene.Teapot, 0, 0, 0.05);
|
||||
if (keys & KEY_DOWN)
|
||||
NE_ModelTranslate(Scene.Teapot, 0, 0, -0.05);
|
||||
if (keys & KEY_RIGHT)
|
||||
NE_ModelTranslate(Scene.Teapot, -0.05, 0, 0);
|
||||
if (keys & KEY_LEFT)
|
||||
NE_ModelTranslate(Scene.Teapot, 0.05, 0, 0);
|
||||
|
||||
// Rotate model using the pad
|
||||
if (keys & KEY_Y)
|
||||
NE_ModelRotate(Scene.Teapot, 0, 0, 2);
|
||||
if (keys & KEY_B)
|
||||
NE_ModelRotate(Scene.Teapot, 0, 0, -2);
|
||||
if (keys & KEY_X)
|
||||
NE_ModelRotate(Scene.Teapot, 0, 2, 0);
|
||||
if (keys & KEY_A)
|
||||
NE_ModelRotate(Scene.Teapot, 0, -2, 0);
|
||||
|
||||
if (keys & KEY_SELECT)
|
||||
Scene.draw_edges = true;
|
||||
else
|
||||
Scene.draw_edges = false;
|
||||
|
||||
if (keys & KEY_START)
|
||||
break;
|
||||
|
||||
// Draw Scene
|
||||
NE_ProcessDualArg(Draw3DSceneBright, Draw3DSceneDark, &Scene, &Scene);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user