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https://github.com/AntonioND/nitro-engine.git
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119 lines
3.0 KiB
C
119 lines
3.0 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 <stdbool.h>
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#include <filesystem.h>
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#include <NEMain.h>
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typedef struct {
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NE_Camera *Camera;
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NE_Model *Model;
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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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NE_CameraUse(Scene->Camera);
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NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_NONE, 0);
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NE_ModelDraw(Scene->Model);
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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_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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if (!nitroFSInit(NULL))
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{
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printf("nitroFSInit failed.\nPress START to exit");
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while (1)
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{
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swiWaitForVBlank();
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scanKeys();
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if (keysHeld() & KEY_START)
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return 0;
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}
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}
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// Allocate space for objects...
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Scene.Model = NE_ModelCreate(NE_Static);
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Scene.Camera = NE_CameraCreate();
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NE_Material *MaterialBlue = NE_MaterialCreate();
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NE_Material *MaterialRed = NE_MaterialCreate();
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NE_Palette *PaletteBlue = NE_PaletteCreate();
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NE_Palette *PaletteRed = NE_PaletteCreate();
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// Setup camera
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NE_CameraSet(Scene.Camera,
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-1, -1, -1,
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0, 0, 0,
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0, 1, 0);
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// Load things from FAT
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NE_ModelLoadStaticMeshFAT(Scene.Model, "cube.bin");
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NE_MaterialTexLoadFAT(MaterialBlue, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD,
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"spiral_blue_pal32.img.bin");
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NE_MaterialTexLoadFAT(MaterialRed, NE_A3PAL32, 64, 64, NE_TEXGEN_TEXCOORD,
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"spiral_red_pal32.img.bin");
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NE_PaletteLoadFAT(PaletteBlue, "spiral_blue_pal32.pal.bin", NE_A3PAL32);
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NE_PaletteLoadFAT(PaletteRed, "spiral_red_pal32.pal.bin", NE_A3PAL32);
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NE_MaterialSetPalette(MaterialBlue, PaletteBlue);
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NE_MaterialSetPalette(MaterialRed, PaletteRed);
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// Assign material to model
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NE_ModelSetMaterial(Scene.Model, MaterialBlue);
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// Set up light
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NE_LightSet(0, NE_White, 0, -1, -1);
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// Background color
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NE_ClearColorSet(NE_Gray, 31, 63);
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while (1)
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{
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NE_WaitForVBL(0);
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scanKeys(); //Get keys information...
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uint32_t keys = keysDown();
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if (keys & KEY_START)
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return 0;
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// Change material if pressed
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if (keys & KEY_B)
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NE_ModelSetMaterial(Scene.Model, MaterialBlue);
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if (keys & KEY_A)
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NE_ModelSetMaterial(Scene.Model, MaterialRed);
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printf("\x1b[0;0HA/B: Change material.\n\nSTART: Exit.");
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// Increase rotation, you can't get the rotation angle after
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// this. If you want to know always the angle, you should use
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// NE_ModelSetRot().
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NE_ModelRotate(Scene.Model, 1, 2, 0);
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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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