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img2ds is still required for the clear bitmap example because grit doesn't support the clear depth format.
83 lines
2.1 KiB
C
83 lines
2.1 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022
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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 "a3pal32.h"
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#include "pal4.h"
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NE_Material *Material, *Material2;
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NE_Palette *Palette, *Palette2;
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// This is an example to show how Nitro Engine can load textures of any height.
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// Internally, the NDS thinks that the texture is bigger, but Nitro Engine only
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// uses the parts that the user has loaded.
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//
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// The width needs to be a power of two because:
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//
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// - Supporting them complicates the loading code a lot.
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//
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// - Compressed textures can't really be expanded because they are composed
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// by many 4x4 subimages.
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//
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// - They don't save space in VRAM.
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//
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// - They save space in the final ROM, but you can achieve the same effect
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// compressing them with LZSS compression, for example.
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void Draw3DScene(void)
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{
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NE_2DViewInit();
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NE_2DDrawTexturedQuad(40, 10,
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40 + 32, 10 + 100,
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0, Material);
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NE_2DDrawTexturedQuad(128, 10,
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128 + 64, 10 + 100,
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0, Material2);
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}
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int main(void)
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{
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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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// Init 3D mode
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NE_Init3D();
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// Allocate objects for a material
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Material = NE_MaterialCreate();
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Palette = NE_PaletteCreate();
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NE_MaterialTexLoad(Material,
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NE_A3PAL32, // Texture type
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64, 200, // Width, height (in pixels)
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NE_TEXGEN_TEXCOORD, a3pal32Bitmap);
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NE_PaletteLoad(Palette, a3pal32Pal, 32, NE_A3PAL32);
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NE_MaterialSetPalette(Material, Palette);
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// Allocate objects for another material
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Material2 = NE_MaterialCreate();
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Palette2 = NE_PaletteCreate();
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NE_MaterialTexLoad(Material2, NE_PAL4, 64, 100, NE_TEXGEN_TEXCOORD,
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pal4Bitmap);
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NE_PaletteLoad(Palette2, pal4Pal, 4, NE_PAL4);
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NE_MaterialSetPalette(Material2, Palette2);
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while (1)
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{
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NE_WaitForVBL(0);
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// Draw 3D scene
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NE_Process(Draw3DScene);
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}
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return 0;
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}
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