// SPDX-License-Identifier: CC0-1.0 // // SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022 // // This file is part of Nitro Engine #include #include #include // To use this example you have to patch the NDS ROM with DLDI and copy // nitro-engine folder to the root of your card. // // It will load the two BMPs and you will be able to take a screenshot. NE_Camera *Camera; NE_Model *Model; NE_Material *OpaqueMaterial, *TransparentMaterial; void Draw3DScene(void) { NE_CameraUse(Camera); NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_NONE, 0); NE_ModelDraw(Model); } int main(void) { 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)) { iprintf("nitroFSInit failed.\nPress START to exit"); while (1) { swiWaitForVBlank(); scanKeys(); if (keysHeld() & KEY_START) return 0; } } // Allocate space for objects... Model = NE_ModelCreate(NE_Static); Camera = NE_CameraCreate(); OpaqueMaterial = NE_MaterialCreate(); TransparentMaterial = NE_MaterialCreate(); // Setup camera NE_CameraSet(Camera, -2, -2, -2, 0, 0, 0, 0, 1, 0); // Load things from FAT NE_ModelLoadStaticMeshFAT(Model, "cube.bin"); NE_FATMaterialTexLoadBMPtoRGBA(TransparentMaterial, "bmp16bit_x1rgb5.bmp", 1); NE_FATMaterialTexLoadBMPtoRGBA(OpaqueMaterial, "bmp24bit.bmp", 0); // Assign material to model NE_ModelSetMaterial(Model, TransparentMaterial); // Set up light NE_LightSet(0, NE_White, 0, -1, -1); // Background color NE_ClearColorSet(NE_Gray, 31, 63); // Reduce size of the cube, the original model is 7.5 x 7.5 x 7.5 NE_ModelScale(Model, 0.3, 0.3, 0.3); while (1) { scanKeys(); //Get keys information... uint32 keys = keysDown(); if (keys & KEY_START) return 0; // Change material if pressed if (keys & KEY_B) NE_ModelSetMaterial(Model, OpaqueMaterial); if (keys & KEY_A) NE_ModelSetMaterial(Model, TransparentMaterial); 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(Model, 1, 2, 0); // Draw scene... NE_Process(Draw3DScene); NE_WaitForVBL(0); } return 0; }