mirror of
https://github.com/AntonioND/nitro-engine.git
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98 lines
2.1 KiB
C
98 lines
2.1 KiB
C
// SPDX-License-Identifier: MIT
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//
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// Copyright (c) 2008-2011, 2019, Antonio Niño Díaz
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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 "ball_bin.h"
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#include "texture_bin.h"
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NE_Camera *Camera;
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NE_Model *Model;
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NE_Material *Material;
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void Draw3DScene(void)
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{
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NE_CameraUse(Camera);
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int keys = keysHeld();
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if (keys & KEY_A)
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NE_PolyFormat(0, 0, NE_LIGHT_ALL, NE_CULL_BACK, 0);
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else
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NE_PolyFormat(31, 0, NE_LIGHT_ALL, NE_CULL_BACK, 0);
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NE_ModelDraw(Model);
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printf("\x1b[5;0HPolygon count: %d \nVertex count: %d ",
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NE_GetPolygonCount(), NE_GetVertexCount());
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}
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int main(void)
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{
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_HBLANK, NE_HBLFunc);
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NE_Init3D();
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// libnds uses VRAM_C for the text console, reserve A and B only
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NE_TextureSystemReset(0, 0, NE_VRAM_AB);
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// Init console in non-3D screen
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consoleDemoInit();
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// Allocate objects
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Model = NE_ModelCreate(NE_Static);
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Camera = NE_CameraCreate();
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Material = NE_MaterialCreate();
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// Setup camera
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NE_CameraSet(Camera,
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2, 0, 0,
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0, 0, 0,
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0, 1, 0);
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// Load model...
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NE_ModelLoadStaticMesh(Model,(u32*)ball_bin);
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NE_MaterialTexLoadBMPtoRGBA(Material, (void*) texture_bin, 0);
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NE_ModelSetMaterial(Model, Material);
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// Set some propierties to Material
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NE_MaterialSetPropierties(Material,
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RGB15(31, 31, 31), // diffuse
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RGB15(0, 0, 0), // 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); // vtxcolor, useshininess
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// Set light color and direction
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NE_LightSet(0, NE_White, 0, 1, 0);
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NE_LightSet(1, NE_Blue, 0, -1, 0);
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NE_LightSet(2, NE_Red, 1, 0, 0);
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NE_LightSet(3, NE_Green, -1, 0, 0);
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while (1) {
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// Get keys information
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scanKeys();
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int keys = keysHeld();
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printf("\x1b[0;0HPad: Rotate.\nA: Set wireframe mode.");
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// Rotate model
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if (keys & KEY_UP)
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NE_ModelRotate(Model, 0, 0, 2);
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if (keys & KEY_DOWN)
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NE_ModelRotate(Model, 0, 0, -2);
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if (keys & KEY_RIGHT)
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NE_ModelRotate(Model, 0, 2, 0);
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if (keys & KEY_LEFT)
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NE_ModelRotate(Model, 0, -2, 0);
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NE_Process(Draw3DScene);
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NE_WaitForVBL(0);
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}
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return 0;
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}
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