// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2008-2024 // // This file is part of Nitro Engine // Cloning models will avoid loading into memory the same mesh many times. This // is really useful when you want to draw lots of the same model in different // locations, with different animations, etc. You won't need to store multiple // copies of the mesh in RAM. // // If you clone an animated model you will be able to set different animations // for each model. #include #include "sphere_bin.h" #define NUM_MODELS 16 typedef struct { NE_Camera *Camera; NE_Model *Model[NUM_MODELS]; } SceneData; void Draw3DScene(void *arg) { SceneData *Scene = arg; // Setup camera and draw all objects. NE_CameraUse(Scene->Camera); for (int i = 0; i < NUM_MODELS; i++) NE_ModelDraw(Scene->Model[i]); // Get some information AFTER drawing but BEFORE returning from the // function. printf("\x1b[0;0HPolygon RAM: %d \nVertex RAM: %d ", NE_GetPolygonCount(), NE_GetVertexCount()); } 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. for (int i = 0; i < NUM_MODELS; i++) Scene.Model[i] = NE_ModelCreate(NE_Static); Scene.Camera = NE_CameraCreate(); // Setup camera NE_CameraSet(Scene.Camera, -3.5, 1.5, 1.25, 0, 1.5, 1.25, 0, 1, 0); // Load model once NE_ModelLoadStaticMesh(Scene.Model[0], sphere_bin); // Clone model to the test of the objects for (int i = 1; i < NUM_MODELS; i++) { NE_ModelClone(Scene.Model[i], // Destination Scene.Model[0]); // Source model } // Set up light NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5); // Set start coordinates/rotation of the models for (int i = 0; i < NUM_MODELS; i++) { NE_ModelSetRot(Scene.Model[i], i, i * 30, i * 20); NE_ModelSetCoord(Scene.Model[i], 0, i % 4, i / 4); } while (1) { NE_WaitForVBL(0); // Rotate every model for (int i = 0; i < NUM_MODELS; i++) NE_ModelRotate(Scene.Model[i], -i, i % 5, 5 - i); // Draw scene NE_ProcessArg(Draw3DScene, &Scene); } return 0; }