// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2008-2024 // // This file is part of Nitro Engine // TODO #include #include "sphere_bin.h" typedef struct { NE_Camera *Camera; NE_Model *ModelWithoutMatrix; NE_Model *ModelWithMatrix; } SceneData; void Draw3DScene(void *arg) { SceneData *Scene = arg; NE_CameraUse(Scene->Camera); NE_ModelDraw(Scene->ModelWithoutMatrix); NE_ModelDraw(Scene->ModelWithMatrix); } int main(int argc, char *argv[]) { SceneData Scene = { 0 }; irqEnable(IRQ_HBLANK); irqSet(IRQ_VBLANK, NE_VBLFunc); irqSet(IRQ_HBLANK, NE_HBLFunc); // Init Nitro Engine. 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(); // Allocate space for everything. Scene.ModelWithoutMatrix = NE_ModelCreate(NE_Static); Scene.ModelWithMatrix = NE_ModelCreate(NE_Static); Scene.Camera = NE_CameraCreate(); // Setup camera NE_CameraSet(Scene.Camera, 0, 0, 3, 0, 0, 0, 0, 1, 0); // Load models NE_ModelLoadStaticMesh(Scene.ModelWithoutMatrix, sphere_bin); NE_ModelLoadStaticMesh(Scene.ModelWithMatrix, sphere_bin); // Set up light NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5); // Set start coordinates/rotation of the models NE_ModelSetCoord(Scene.ModelWithoutMatrix, -1, 0, 0); // Transformation matrix we are going to use for a model. Note that this // matrix is transposed compared to what most 3D documentation describes. m4x3 matrix = {{ // 3x3 transformation inttof32(1), 0, 0, 0, inttof32(1), 0, 0, 0, inttof32(1), // Translation vector inttof32(2), 0, 0 }}; int translation = inttof32(2); printf("The right ball uses a matrix\n" "assigned by the user, the left\n" "one has rotation managed by\n" "Nitro Engine."); while (1) { NE_WaitForVBL(0); // Rotate the first model NE_ModelRotate(Scene.ModelWithoutMatrix, -1, 2, 1); // Update matrix manually translation += floattof32(0.05); if (translation > inttof32(3)) translation = inttof32(1); matrix.m[9] = translation; // Assign matrix again NE_ModelSetMatrix(Scene.ModelWithMatrix, &matrix); // Draw scene NE_ProcessArg(Draw3DScene, &Scene); } return 0; }