// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022 // // This file is part of Nitro Engine #include #include "model_bin.h" // Pointers to objects... NE_Camera *Camera; NE_Model *Model[16]; // Cloning models will avoid loading into memory the same data many times. This // is really useful when you want to draw lots of animated models, they will use // the memory of one! // // NOTE: Models use a few bytes for holding some information. // // NOTE 2: Be careful when using NE_ModelClone(). If you delete source model and // try to draw a destination model game will eventually crash! // // NOTE 3: If you clone an animated model you will be able to set different // animation patterns for each model. void Draw3DScene(void) { // Setup camera and draw all objects. NE_CameraUse(Camera); int i; for (i = 0; i < 16; i++) NE_ModelDraw(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() { 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 < 16; i++) Model[i] = NE_ModelCreate(NE_Static); Camera = NE_CameraCreate(); // Setup camera NE_CameraSet(Camera, -3.5, 1.5, 1.25, 0, 1.5, 1.25, 0, 1, 0); // Load model once NE_ModelLoadStaticMesh(Model[0], (u32 *)model_bin); // Clone model to the test of the objects for (int i = 1; i < 16; i++) { NE_ModelClone(Model[i], // Destination Model[0]); // Source model } // Set up light NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5); // Enable shading NE_ShadingEnable(true); // Set start coordinates/rotation for models using random formules... for (int i = 0; i < 16; i++) { NE_ModelSetRot(Model[i], i, i * 30, i * 20); NE_ModelSetCoord(Model[i], 0, i % 4, i / 4); } while (1) { // Rotate every model using random formules :P for (int i = 0; i < 16; i++) NE_ModelRotate(Model[i], -i, i % 5, 5 - i); // Draw scene NE_Process(Draw3DScene); NE_WaitForVBL(0); } return 0; }