nitro-engine/examples/effects/shading_alpha_outlining/source/main.c
Antonio Niño Díaz 1c752174e9 examples: Stop using NE_RGB5 in examples
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.
2024-06-03 18:39:33 +01:00

140 lines
3.8 KiB
C

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