nitro-engine/examples/loading/filesystem_multiple_textures/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

119 lines
3.0 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
//
// This file is part of Nitro Engine
#include <stdbool.h>
#include <filesystem.h>
#include <NEMain.h>
typedef struct {
NE_Camera *Camera;
NE_Model *Model;
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
NE_CameraUse(Scene->Camera);
NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_NONE, 0);
NE_ModelDraw(Scene->Model);
}
int main(int argc, char *argv[])
{
SceneData Scene = { 0 };
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))
{
printf("nitroFSInit failed.\nPress START to exit");
while (1)
{
swiWaitForVBlank();
scanKeys();
if (keysHeld() & KEY_START)
return 0;
}
}
// Allocate space for objects...
Scene.Model = NE_ModelCreate(NE_Static);
Scene.Camera = NE_CameraCreate();
NE_Material *MaterialBlue = NE_MaterialCreate();
NE_Material *MaterialRed = NE_MaterialCreate();
NE_Palette *PaletteBlue = NE_PaletteCreate();
NE_Palette *PaletteRed = NE_PaletteCreate();
// Setup camera
NE_CameraSet(Scene.Camera,
-1, -1, -1,
0, 0, 0,
0, 1, 0);
// Load things from FAT
NE_ModelLoadStaticMeshFAT(Scene.Model, "cube.bin");
NE_MaterialTexLoadFAT(MaterialBlue, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD,
"spiral_blue_pal32.img.bin");
NE_MaterialTexLoadFAT(MaterialRed, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD,
"spiral_red_pal32.img.bin");
NE_PaletteLoadFAT(PaletteBlue, "spiral_blue_pal32.pal.bin", NE_A3PAL32);
NE_PaletteLoadFAT(PaletteRed, "spiral_red_pal32.pal.bin", NE_A3PAL32);
NE_MaterialSetPalette(MaterialBlue, PaletteBlue);
NE_MaterialSetPalette(MaterialRed, PaletteRed);
// Assign material to model
NE_ModelSetMaterial(Scene.Model, MaterialBlue);
// Set up light
NE_LightSet(0, NE_White, 0, -1, -1);
// Background color
NE_ClearColorSet(NE_Gray, 31, 63);
while (1)
{
NE_WaitForVBL(0);
scanKeys(); //Get keys information...
uint32_t keys = keysDown();
if (keys & KEY_START)
return 0;
// Change material if pressed
if (keys & KEY_B)
NE_ModelSetMaterial(Scene.Model, MaterialBlue);
if (keys & KEY_A)
NE_ModelSetMaterial(Scene.Model, MaterialRed);
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(Scene.Model, 1, 2, 0);
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}