nitro-engine/examples/effects/fog/source/main.c
Antonio Niño Díaz 1c752174e9 examples: Stop using NE_RGB5 in examples
This texture format sets bit 15 manually to 1. This is slow, and it's
better if the developer converts graphics in a way that the bit is already
set to 1.
2024-06-03 18:39:33 +01:00

138 lines
3.3 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 "texture.h"
#include "sphere_bin.h"
typedef struct {
NE_Camera *Camera;
NE_Model *Model, *Model2, *Model3;
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
// Set camera
NE_CameraUse(Scene->Camera);
// This has to be used to use fog
NE_PolyFormat(31, 0, NE_LIGHT_ALL, NE_CULL_BACK, NE_FOG_ENABLE);
// Draw models
NE_ModelDraw(Scene->Model);
NE_ModelDraw(Scene->Model2);
NE_ModelDraw(Scene->Model3);
}
int main(int argc, char *argv[])
{
SceneData Scene = { 0 };
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_VBLANK, NE_HBLFunc);
// Init console and Nitro Engine
NE_Init3D();
// Use banks A and B for textures. libnds uses bank C for the demo text
// console.
NE_TextureSystemReset(0, 0, NE_VRAM_AB);
consoleDemoInit();
// Allocate objects
Scene.Model = NE_ModelCreate(NE_Static);
Scene.Model2 = NE_ModelCreate(NE_Static);
Scene.Model3 = NE_ModelCreate(NE_Static);
Scene.Camera = NE_CameraCreate();
NE_Material *Material = NE_MaterialCreate();
// Set camera coordinates
NE_CameraSet(Scene.Camera,
-1, 2, -1,
1, 1, 1,
0, 1, 0);
// Load models
NE_ModelLoadStaticMesh(Scene.Model, sphere_bin);
NE_ModelLoadStaticMesh(Scene.Model2, sphere_bin);
NE_ModelLoadStaticMesh(Scene.Model3, sphere_bin);
// Load texture
NE_MaterialTexLoad(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
textureBitmap);
// Assign the same material to every model object.
NE_ModelSetMaterial(Scene.Model, Material);
NE_ModelSetMaterial(Scene.Model2, Material);
NE_ModelSetMaterial(Scene.Model3, Material);
// Set light and vector of light 0
NE_LightSet(0, NE_White, 0, -1, -1);
// Set position of every object
NE_ModelSetCoord(Scene.Model, 1, 0, 1);
NE_ModelSetCoord(Scene.Model2, 3, 1, 3);
NE_ModelSetCoord(Scene.Model3, 7, 2, 7);
// Set initial fog color to black
u32 color = NE_Black;
// Some parameters
u16 depth = 0x7C00;
u8 shift = 5;
u8 mass = 2;
while (1)
{
NE_WaitForVBL(0);
// Refresh keys
scanKeys();
uint32_t keys = keysDown();
// Modify parameters
if (keys & KEY_UP)
shift ++;
if (keys & KEY_DOWN)
shift --;
if (keys & KEY_X)
mass ++;
if(keys & KEY_B)
mass --;
if (keysHeld() & KEY_R)
depth += 0x20;
if(keysHeld() & KEY_L)
depth -= 0x20;
// Wrap values of parameters
shift &= 0xF;
mass &= 7;
depth = (depth & 0x0FFF) + 0x7000;
// Set fog color
if (keys & KEY_START)
color = NE_Black;
if (keys & KEY_SELECT)
color = NE_White;
// Enable/update fog
NE_FogEnable(shift, color, 31, mass, depth);
printf("\x1b[0;0H"
"Up/Down - Shift: %d \nX/B - Mass: %d \n"
"L/R - Depth: 0x%x \nSelect/Start - Change color.",
shift, mass, depth);
// Draw scene
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}