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https://github.com/AntonioND/nitro-engine.git
synced 2025-06-19 00:55:38 -04:00

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.
138 lines
3.3 KiB
C
138 lines
3.3 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
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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 "texture.h"
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#include "sphere_bin.h"
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typedef struct {
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NE_Camera *Camera;
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NE_Model *Model, *Model2, *Model3;
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} SceneData;
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void Draw3DScene(void *arg)
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{
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SceneData *Scene = arg;
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// Set camera
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NE_CameraUse(Scene->Camera);
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// This has to be used to use fog
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NE_PolyFormat(31, 0, NE_LIGHT_ALL, NE_CULL_BACK, NE_FOG_ENABLE);
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// Draw models
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NE_ModelDraw(Scene->Model);
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NE_ModelDraw(Scene->Model2);
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NE_ModelDraw(Scene->Model3);
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}
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int main(int argc, char *argv[])
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{
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SceneData Scene = { 0 };
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_VBLANK, NE_HBLFunc);
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// Init console and Nitro Engine
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NE_Init3D();
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// Use banks A and B for textures. libnds uses bank C for the demo text
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// console.
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NE_TextureSystemReset(0, 0, NE_VRAM_AB);
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consoleDemoInit();
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// Allocate objects
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Scene.Model = NE_ModelCreate(NE_Static);
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Scene.Model2 = NE_ModelCreate(NE_Static);
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Scene.Model3 = NE_ModelCreate(NE_Static);
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Scene.Camera = NE_CameraCreate();
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NE_Material *Material = NE_MaterialCreate();
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// Set camera coordinates
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NE_CameraSet(Scene.Camera,
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-1, 2, -1,
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1, 1, 1,
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0, 1, 0);
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// Load models
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NE_ModelLoadStaticMesh(Scene.Model, sphere_bin);
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NE_ModelLoadStaticMesh(Scene.Model2, sphere_bin);
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NE_ModelLoadStaticMesh(Scene.Model3, sphere_bin);
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// Load texture
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NE_MaterialTexLoad(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
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textureBitmap);
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// Assign the same material to every model object.
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NE_ModelSetMaterial(Scene.Model, Material);
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NE_ModelSetMaterial(Scene.Model2, Material);
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NE_ModelSetMaterial(Scene.Model3, Material);
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// Set light and vector of light 0
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NE_LightSet(0, NE_White, 0, -1, -1);
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// Set position of every object
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NE_ModelSetCoord(Scene.Model, 1, 0, 1);
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NE_ModelSetCoord(Scene.Model2, 3, 1, 3);
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NE_ModelSetCoord(Scene.Model3, 7, 2, 7);
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// Set initial fog color to black
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u32 color = NE_Black;
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// Some parameters
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u16 depth = 0x7C00;
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u8 shift = 5;
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u8 mass = 2;
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while (1)
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{
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NE_WaitForVBL(0);
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// Refresh keys
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scanKeys();
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uint32_t keys = keysDown();
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// Modify parameters
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if (keys & KEY_UP)
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shift ++;
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if (keys & KEY_DOWN)
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shift --;
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if (keys & KEY_X)
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mass ++;
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if(keys & KEY_B)
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mass --;
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if (keysHeld() & KEY_R)
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depth += 0x20;
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if(keysHeld() & KEY_L)
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depth -= 0x20;
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// Wrap values of parameters
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shift &= 0xF;
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mass &= 7;
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depth = (depth & 0x0FFF) + 0x7000;
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// Set fog color
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if (keys & KEY_START)
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color = NE_Black;
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if (keys & KEY_SELECT)
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color = NE_White;
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// Enable/update fog
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NE_FogEnable(shift, color, 31, mass, depth);
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printf("\x1b[0;0H"
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"Up/Down - Shift: %d \nX/B - Mass: %d \n"
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"L/R - Depth: 0x%x \nSelect/Start - Change color.",
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shift, mass, depth);
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// Draw scene
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NE_ProcessArg(Draw3DScene, &Scene);
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}
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return 0;
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}
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