nitro-engine/examples/loading/filesystem_simple_model/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
2.5 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 <filesystem.h>
typedef struct {
NE_Camera *Camera;
NE_Model *Model;
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
NE_CameraUse(Scene->Camera);
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);
// Init Nitro Engine in normal 3D mode
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)
{
NE_WaitForVBL(0);
scanKeys();
if (keysHeld() & KEY_START)
return 0;
}
}
// Allocate space for the objects we'll use
Scene.Model = NE_ModelCreate(NE_Static);
Scene.Camera = NE_CameraCreate();
NE_Material *Material = NE_MaterialCreate();
// Set coordinates for the camera
NE_CameraSet(Scene.Camera,
-8, 3, 0, // Position
0, 3, 0, // Look at
0, 1, 0); // Up direction
// Load mesh from the filesystem and assign it to the object "Model".
NE_ModelLoadStaticMeshFAT(Scene.Model, "robot.bin");
// Load a RGB texture from RAM and assign it to "Material".
NE_MaterialTexLoadFAT(Material, NE_RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
"texture.img.bin");
// Assign texture to model...
NE_ModelSetMaterial(Scene.Model, Material);
// We set up a light and its color
NE_LightSet(0, NE_White, -0.5, -0.5, -0.5);
while (1)
{
// Wait for next frame
NE_WaitForVBL(0);
// Get keys information
scanKeys();
uint32_t keys = keysHeld();
printf("\x1b[0;0HPad: Rotate.");
// 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);
// Draw scene
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}