nitro-engine/examples/loading/simple_model/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

101 lines
2.7 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>
// First you have to put the .bin files in the data folder. This will generate
// (after doing "make") some files named "binfilename_bin.h". For example,
// "model.bin" will generate a file named "model_bin.h". You have to include
// this in "main.c".
//
// The name you will have to use is "binfilename_bin". For example, for loading
// "model.bin" you will have to use:
//
// NE_ModelLoadStaticMesh(Model, binfilename_bin);
//
#include "robot_bin.h"
#include "texture.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();
// 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 RAM and assign it to the object "Model".
NE_ModelLoadStaticMesh(Scene.Model, robot_bin);
// Load a RGB texture from RAM and assign it to "Material".
NE_MaterialTexLoad(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
textureBitmap);
// 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;
}