examples: Add simple example of loading models from nitroFS

This commit is contained in:
Antonio Niño Díaz 2024-01-03 00:52:33 +01:00
parent 9a5c6dfa67
commit eca99150c4
8 changed files with 345 additions and 0 deletions

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary files embedded using bin2o
# GRAPHICS is a list of directories containing image files to be converted with grit
# AUDIO is a list of directories containing audio to be converted by maxmod
# ICON is the image used to create the game icon, leave blank to use default rule
# NITRO is a directory that will be accessible via NitroFS
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES := include
DATA :=
GRAPHICS :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
# These set the information text in the nds file
GAME_TITLE := $(shell basename $(CURDIR))
GAME_SUBTITLE1 := Nitro Engine example
GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
CFLAGS := -g -Wall -O3\
$(ARCH) $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lNE -lfat -lnds9
# automatigically add libraries for NitroFS
ifneq ($(strip $(NITRO)),)
LIBS := -lfilesystem -lfat $(LIBS)
endif
# automagically add maxmod library
ifneq ($(strip $(AUDIO)),)
LIBS := -lmm9 $(LIBS)
endif
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nitro-engine
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
# prepare NitroFS directory
ifneq ($(strip $(NITRO)),)
export NITRO_FILES := $(CURDIR)/$(NITRO)
endif
# get audio list for maxmod
ifneq ($(strip $(AUDIO)),)
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
# place the soundbank file in NitroFS if using it
ifneq ($(strip $(NITRO)),)
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
# otherwise, needs to be loaded from memory
else
export SOUNDBANK := soundbank.bin
BINFILES += $(SOUNDBANK)
endif
endif
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.bmp)
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
else
ifneq (,$(findstring icon.bmp,$(icons)))
export GAME_ICON := $(CURDIR)/icon.bmp
endif
endif
else
ifeq ($(suffix $(ICON)), .grf)
export GAME_ICON := $(CURDIR)/$(ICON)
else
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
endif
endif
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
$(OUTPUT).elf: $(OFILES)
# source files depend on generated headers
$(OFILES_SOURCES) : $(HFILES)
# need to build soundbank first
$(OFILES): $(SOUNDBANK)
#---------------------------------------------------------------------------------
# rule to build solution from music files
#---------------------------------------------------------------------------------
$(SOUNDBANK) : $(MODFILES)
#---------------------------------------------------------------------------------
mmutil $^ -d -o$@ -hsoundbank.h
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h: %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*
#---------------------------------------------------------------------------------
# Convert non-GRF game icon to GRF if needed
#---------------------------------------------------------------------------------
$(GAME_ICON): $(notdir $(ICON))
#---------------------------------------------------------------------------------
@echo convert $(notdir $<)
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
-include $(DEPSDIR)/*.d
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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BINDIRS := data
NITROFSDIR := nitrofiles
include ../../Makefile.example.blocksds

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#!/bin/sh
NITRO_ENGINE=$DEVKITPRO/nitro-engine
ASSETS=$NITRO_ENGINE/examples/assets
TOOLS=$NITRO_ENGINE/tools
OBJ2DL=$TOOLS/obj2dl/obj2dl.py
IMG2DS=$TOOLS/img2ds/img2ds.py
mkdir -p nitrofiles
python3 $OBJ2DL \
--input $ASSETS/robot/robot.obj \
--output nitrofiles/robot.bin \
--texture 256 256
python3 $IMG2DS \
--input $ASSETS/teapot.png \
--name texture \
--output nitrofiles \
--format A1RGB5

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022
//
// This file is part of Nitro Engine
#include <NEMain.h>
#include <filesystem.h>
NE_Camera *Camera;
NE_Model *Model;
NE_Material *Material;
void Draw3DScene(void)
{
NE_CameraUse(Camera);
NE_ModelDraw(Model);
}
int main(void)
{
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_HBLANK, NE_HBLFunc);
// Init Nitro Engine in normal 3D mode
NE_Init3D();
// libnds uses VRAM_C for the text console, reserve A and B only
NE_TextureSystemReset(0, 0, NE_VRAM_AB);
// Init console in non-3D screen
consoleDemoInit();
if (!nitroFSInit(NULL))
{
printf("nitroFSInit failed.\nPress START to exit");
while (1)
{
NE_WaitForVBL(0);
scanKeys();
uint32_t keys = keysHeld();
if (keys & KEY_START)
return 0;
}
}
// Allocate space for the objects we'll use
Model = NE_ModelCreate(NE_Static);
Camera = NE_CameraCreate();
Material = NE_MaterialCreate();
// Set coordinates for the camera
NE_CameraSet(Camera,
-8, 3, 0, // Position
0, 3, 0, // Look at
0, 1, 0); // Up direction
// Load mesh from the filesystem and assign it to the object "Model".
NE_ModelLoadStaticMeshFAT(Model, "robot.bin");
// Load a RGB texture from RAM and assign it to "Material".
NE_MaterialTexLoadFAT(Material, NE_RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
"texture_tex.bin");
// Assign texture to model...
NE_ModelSetMaterial(Model, Material);
// We set up a light and its color
NE_LightSet(0, NE_White, -0.5, -0.5, -0.5);
while (1)
{
// Wait for next frame
NE_WaitForVBL(0);
// Get keys information
scanKeys();
uint32_t keys = keysHeld();
printf("\x1b[0;0HPad: Rotate.");
// Rotate model using the pad
if (keys & KEY_UP)
NE_ModelRotate(Model, 0, 0, -2);
if (keys & KEY_DOWN)
NE_ModelRotate(Model, 0, 0, 2);
if (keys & KEY_RIGHT)
NE_ModelRotate(Model, 0, 2, 0);
if (keys & KEY_LEFT)
NE_ModelRotate(Model, 0, -2, 0);
// Draw scene
NE_Process(Draw3DScene);
}
return 0;
}