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This texture format sets bit 15 manually to 1. This is slow, and it's better if the developer converts graphics in a way that the bit is already set to 1.
140 lines
3.8 KiB
C
140 lines
3.8 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
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//
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// This file is part of Nitro Engine
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#include <NEMain.h>
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#include "teapot_bin.h"
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#include "teapot.h"
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typedef struct {
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NE_Camera *Camera;
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NE_Model *Model;
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int shading, alpha, id;
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} SceneData;
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void Draw3DScene(void *arg)
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{
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SceneData *Scene = arg;
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// Set camera
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NE_CameraUse(Scene->Camera);
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// Set polygon format
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NE_PolyFormat(Scene->alpha, Scene->id, NE_LIGHT_0, NE_CULL_BACK,
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Scene->shading);
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// Draw model
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NE_ModelDraw(Scene->Model);
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}
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int main(int argc, char *argv[])
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{
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SceneData Scene = { 0 };
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// This is needed for special screen effects
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_VBLANK, NE_HBLFunc);
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// Init console and Nitro Engine
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NE_Init3D();
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// Use banks A and B for teapots. libnds uses bank C for the demo text
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// console.
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NE_TextureSystemReset(0, 0, NE_VRAM_AB);
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// This is needed to print text
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consoleDemoInit();
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// Allocate the objects we will use
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Scene.Model = NE_ModelCreate(NE_Static);
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Scene.Camera = NE_CameraCreate();
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NE_Material *Material = NE_MaterialCreate();
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// Set camera coordinates
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NE_CameraSet(Scene.Camera,
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0, 0, -3,
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0, 0, 0,
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0, 1, 0);
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// Load mesh from RAM and assign it to a model
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NE_ModelLoadStaticMesh(Scene.Model, teapot_bin);
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// Load teapot texture from RAM and assign it to a material
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NE_MaterialTexLoad(Material, NE_A1RGB5, 256, 256,
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NE_TEXGEN_TEXCOORD | NE_TEXTURE_WRAP_S | NE_TEXTURE_WRAP_T,
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teapotBitmap);
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// Assign material to the model
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NE_ModelSetMaterial(Scene.Model, Material);
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// Set some properties to the material
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NE_MaterialSetProperties(Material,
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RGB15(24, 24, 24), // Diffuse
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RGB15(8, 8, 8), // Ambient
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RGB15(0, 0, 0), // Specular
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RGB15(0, 0, 0), // Emission
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false, false); // Vertex color, use shininess table
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// Setup a light and its color
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NE_LightSet(0, NE_White, -0.5, -0.5, -0.5);
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// This enables shading (you can choose normal or toon).
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NE_SetupToonShadingTables(true);
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// This enables outlining in all polygons, so be careful
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NE_OutliningEnable(true);
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// We set the second outlining color to red.
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// This will be used by polygons with ID 8 - 15.
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NE_OutliningSetColor(1, NE_Red);
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while (1)
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{
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NE_WaitForVBL(0);
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// Refresh keys
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scanKeys();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0H"
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"Pad: Rotate.\nA: Toon shading.\n"
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"B: Change alpha value.\nY: Wireframe mode (alpha = 0)\n"
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"X: Outlining.");
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// Rotate model using the pad
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if (keys & KEY_UP)
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NE_ModelRotate(Scene.Model, 0, 0, 2);
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if (keys & KEY_DOWN)
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NE_ModelRotate(Scene.Model, 0, 0, -2);
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if (keys & KEY_RIGHT)
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NE_ModelRotate(Scene.Model, 0, 2, 0);
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if (keys & KEY_LEFT)
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NE_ModelRotate(Scene.Model, 0, -2, 0);
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// Change shading type
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if (keys & KEY_A)
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Scene.shading = NE_TOON_HIGHLIGHT_SHADING;
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else
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Scene.shading = NE_MODULATION;
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if (keys & KEY_B)
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Scene.alpha = 15; // Transparent
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else if (keys & KEY_Y)
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Scene.alpha = 0; // Wireframe
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else
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Scene.alpha = 31; // Opaque
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// Change polygon ID to change outlining color
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if (keys & KEY_X)
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Scene.id = 8;
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else
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Scene.id = 0;
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// Draw scene
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NE_ProcessArg(Draw3DScene, &Scene);
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}
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return 0;
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}
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