// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2008-2024 // // This file is part of Nitro Engine #include #include #include typedef struct { NE_Camera *Camera; NE_Model *Model; } SceneData; void Draw3DScene(void *arg) { SceneData *Scene = arg; NE_CameraUse(Scene->Camera); NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_NONE, 0); NE_ModelDraw(Scene->Model); } int main(int argc, char *argv[]) { SceneData Scene = { 0 }; irqEnable(IRQ_HBLANK); irqSet(IRQ_VBLANK, NE_VBLFunc); irqSet(IRQ_HBLANK, NE_HBLFunc); 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) { swiWaitForVBlank(); scanKeys(); if (keysHeld() & KEY_START) return 0; } } // Allocate space for objects... Scene.Model = NE_ModelCreate(NE_Static); Scene.Camera = NE_CameraCreate(); NE_Material *MaterialBlue = NE_MaterialCreate(); NE_Material *MaterialRed = NE_MaterialCreate(); NE_Palette *PaletteBlue = NE_PaletteCreate(); NE_Palette *PaletteRed = NE_PaletteCreate(); // Setup camera NE_CameraSet(Scene.Camera, -1, -1, -1, 0, 0, 0, 0, 1, 0); // Load things from FAT NE_ModelLoadStaticMeshFAT(Scene.Model, "cube.bin"); NE_MaterialTexLoadFAT(MaterialBlue, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD, "spiral_blue_pal32.img.bin"); NE_MaterialTexLoadFAT(MaterialRed, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD, "spiral_red_pal32.img.bin"); NE_PaletteLoadFAT(PaletteBlue, "spiral_blue_pal32.pal.bin", NE_A3PAL32); NE_PaletteLoadFAT(PaletteRed, "spiral_red_pal32.pal.bin", NE_A3PAL32); NE_MaterialSetPalette(MaterialBlue, PaletteBlue); NE_MaterialSetPalette(MaterialRed, PaletteRed); // Assign material to model NE_ModelSetMaterial(Scene.Model, MaterialBlue); // Set up light NE_LightSet(0, NE_White, 0, -1, -1); // Background color NE_ClearColorSet(NE_Gray, 31, 63); while (1) { NE_WaitForVBL(0); scanKeys(); //Get keys information... uint32_t keys = keysDown(); if (keys & KEY_START) return 0; // Change material if pressed if (keys & KEY_B) NE_ModelSetMaterial(Scene.Model, MaterialBlue); if (keys & KEY_A) NE_ModelSetMaterial(Scene.Model, MaterialRed); printf("\x1b[0;0HA/B: Change material.\n\nSTART: Exit."); // Increase rotation, you can't get the rotation angle after // this. If you want to know always the angle, you should use // NE_ModelSetRot(). NE_ModelRotate(Scene.Model, 1, 2, 0); NE_ProcessArg(Draw3DScene, &Scene); } return 0; }