nitro-engine/examples/other/touch_test/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

208 lines
5.3 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 "sphere_bin.h"
typedef struct {
NE_Camera *Camera;
NE_Model *Model[10];
int distancetocamera[10];
int object_touched;
int rotz, roty;
bool touching;
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
NE_CameraUse(Scene->Camera);
NE_ViewRotate(0, Scene->roty, Scene->rotz);
// Draw everything
for (int i = 0; i < 10; i++)
{
if (i == Scene->object_touched)
NE_PolyFormat(31, 0, NE_LIGHT_1, NE_CULL_BACK, 0);
else
NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, 0);
NE_ModelDraw(Scene->Model[i]);
}
if (Scene->touching)
{
// Get the information
NE_TouchTestStart();
for (int i = 0; i < 10; i++)
{
// Models being drawn during the touch test aren't
// actually drawn. That means you can use less detailed
// objects, with no textures, etc, in order to make it
// easier for the GPU to handle.
NE_TouchTestObject();
NE_ModelDraw(Scene->Model[i]);
Scene->distancetocamera[i] = NE_TouchTestResult();
}
NE_TouchTestEnd();
}
}
int main(int argc, char *argv[])
{
SceneData Scene = { 0 };
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_HBLANK, NE_HBLFunc);
NE_Init3D();
// Move 3D screen to lower screen
NE_SwapScreens();
// 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();
for (int i = 0; i < 10; i++)
Scene.Model[i] = NE_ModelCreate(NE_Static);
// Allocate everything
Scene.Camera = NE_CameraCreate();
NE_CameraSet(Scene.Camera,
-4, 0, 0,
0, 0, 0,
0, 1, 0);
// Load model
for (int i = 0; i < 10; i++)
NE_ModelLoadStaticMesh(Scene.Model[i], sphere_bin);
// Set up lights
NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
NE_LightSet(1, NE_Red, 0, -0.5, -0.5);
printf("Press any key to start...");
int framecount = 0;
while (1)
{
if (framecount < 30)
printf("\x1b[1;0H_");
else
printf("\x1b[1;0H ");
if (framecount == 60)
framecount = 0;
framecount++;
scanKeys();
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Scene.Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
if (keysHeld())
break;
swiWaitForVBlank();
}
printf("\x1b[0;0H ");
printf("\x1b[1;0H ");
printf("\x1b[0;0HNote: If two objects overlap,\n"
"it may fail to diferenciate\nwhich is closer to the camera.");
printf("\x1b[22;0HPAD: Rotate.");
printf("\x1b[23;0HSTART: New positions.");
while (1)
{
NE_WaitForVBL(0);
scanKeys();
uint32_t keys = keysHeld();
// Rotate view
if (keys & KEY_RIGHT)
Scene.roty--;
if (keys & KEY_LEFT)
Scene.roty++;
if (keys & KEY_UP)
Scene.rotz++;
if (keys & KEY_DOWN)
Scene.rotz--;
if (keys & KEY_TOUCH)
Scene.touching = true;
else
Scene.touching = false;
if (keysDown() & KEY_START)
{
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Scene.Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5) ,
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
}
// Reset object being touched, let's test if we're wrong
Scene.object_touched = -1;
if (keys & KEY_TOUCH)
{
// This is the part that checks if there are objects being touched
// GL_MAX_DEPTH is the max possible distance
int min_distance = GL_MAX_DEPTH;
for (int j = 0; j < 10; j++)
{
// If the distance is greater than 0, the object has been
// touched. Note that this array is filled in the drawing
// function
if (Scene.distancetocamera[j] >= 0)
{
// If the object is closer than any previously detected
// object, replace it
if (Scene.distancetocamera[j] < min_distance)
{
Scene.object_touched = j;
min_distance = Scene.distancetocamera[j];
}
}
}
}
else
{
// Reset distances if screen is not being touched
for (int j = 0; j < 10; j++)
Scene.distancetocamera[j] = GL_MAX_DEPTH;
}
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}