nitro-engine/examples/loading/clone_models/source/main.c
Antonio Niño Díaz 82171bbf69 chore: Simplify copyright years in notices
Instead of listing every individual year, keep only the first and last
years.
2024-03-09 01:42:29 +00:00

103 lines
2.6 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
//
// This file is part of Nitro Engine
// Cloning models will avoid loading into memory the same mesh many times. This
// is really useful when you want to draw lots of the same model in different
// locations, with different animations, etc. You won't need to store multiple
// copies of the mesh in RAM.
//
// If you clone an animated model you will be able to set different animations
// for each model.
#include <NEMain.h>
#include "sphere_bin.h"
#define NUM_MODELS 16
typedef struct {
NE_Camera *Camera;
NE_Model *Model[NUM_MODELS];
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
// Setup camera and draw all objects.
NE_CameraUse(Scene->Camera);
for (int i = 0; i < NUM_MODELS; i++)
NE_ModelDraw(Scene->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(int argc, char *argv[])
{
SceneData Scene = { 0 };
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 < NUM_MODELS; i++)
Scene.Model[i] = NE_ModelCreate(NE_Static);
Scene.Camera = NE_CameraCreate();
// Setup camera
NE_CameraSet(Scene.Camera,
-3.5, 1.5, 1.25,
0, 1.5, 1.25,
0, 1, 0);
// Load model once
NE_ModelLoadStaticMesh(Scene.Model[0], sphere_bin);
// Clone model to the test of the objects
for (int i = 1; i < NUM_MODELS; i++)
{
NE_ModelClone(Scene.Model[i], // Destination
Scene.Model[0]); // Source model
}
// Set up light
NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
// Set start coordinates/rotation of the models
for (int i = 0; i < NUM_MODELS; i++)
{
NE_ModelSetRot(Scene.Model[i], i, i * 30, i * 20);
NE_ModelSetCoord(Scene.Model[i], 0, i % 4, i / 4);
}
while (1)
{
NE_WaitForVBL(0);
// Rotate every model
for (int i = 0; i < NUM_MODELS; i++)
NE_ModelRotate(Scene.Model[i], -i, i % 5, 5 - i);
// Draw scene
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}