mirror of
https://github.com/AntonioND/nitro-engine.git
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204 lines
5.1 KiB
C
204 lines
5.1 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 "model_bin.h"
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NE_Camera *Camera;
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NE_Model *Model[10];
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int distancetocamera[10];
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int object_touched;
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int rotz, roty;
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uint32 keys;
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void Draw3DScene(void)
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{
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NE_CameraUse(Camera);
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NE_ViewRotate(0, roty, rotz);
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// Draw everything
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for (int i = 0; i < 10; i++)
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{
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if (i == object_touched)
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NE_PolyFormat(31, 0, NE_LIGHT_1, NE_CULL_BACK, 0);
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else
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NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, 0);
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NE_ModelDraw(Model[i]);
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}
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if (keys & KEY_TOUCH)
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{
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// Get the information
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NE_TouchTestStart();
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for (int i = 0; i < 10; i++)
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{
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// Models being drawn during the touch test aren't
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// actually drawn. That means you can use less detailed
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// objects, with no textures, etc, in order to make it
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// easier for the GPU to handle.
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NE_TouchTestObject();
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NE_ModelDraw(Model[i]);
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distancetocamera[i] = NE_TouchTestResult();
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}
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NE_TouchTestEnd();
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}
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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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NE_Init3D();
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// Move 3D screen to lower screen
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NE_SwapScreens();
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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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for (int i = 0; i < 10; i++)
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Model[i] = NE_ModelCreate(NE_Static);
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// Allocate everything
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Camera = NE_CameraCreate();
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NE_CameraSet(Camera,
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-4, 0, 0,
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0, 0, 0,
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0, 1, 0);
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// Load model
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for (int i = 0; i < 10; i++)
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NE_ModelLoadStaticMesh(Model[i], (u32 *)model_bin);
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// Set up lights
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NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
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NE_LightSet(1, NE_Red, 0, -0.5, -0.5);
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// Enable shading
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NE_ShadingEnable(true);
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// Wait a bit
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swiWaitForVBlank();
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swiWaitForVBlank();
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swiWaitForVBlank();
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swiWaitForVBlank();
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printf("Press any key to start...");
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int framecount = 0;
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while (1)
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{
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if(framecount < 30)
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printf("\x1b[1;0H_");
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else
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printf("\x1b[1;0H ");
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if(framecount == 60)
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framecount = 0;
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framecount++;
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scanKeys();
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// Set random coordinates
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for (int i = 0; i < 10; i++)
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{
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NE_ModelSetCoordI(Model[i],
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(rand() & (inttof32(3) - 1)) - floattof32(1.5),
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(rand() & (inttof32(3) - 1)) - floattof32(1.5),
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(rand() & (inttof32(3) - 1)) - floattof32(1.5));
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}
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if (keysHeld())
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break;
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swiWaitForVBlank();
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}
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printf("\x1b[0;0H ");
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printf("\x1b[1;0H ");
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printf("\x1b[0;0HNote: If two objects overlap,\n"
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"it may fail to diferenciate\nwhich is closer to the camera.");
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printf("\x1b[22;0HPAD: Rotate.");
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printf("\x1b[23;0HSTART: New positions.");
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while (1)
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{
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scanKeys();
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keys = keysHeld();
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// Rotate view
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if (keys & KEY_RIGHT)
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roty --;
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if (keys & KEY_LEFT)
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roty ++;
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if (keys & KEY_UP)
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rotz ++;
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if (keys & KEY_DOWN)
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rotz --;
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if (keysDown() & KEY_START)
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{
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// Set random coordinates
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for (int i = 0; i < 10; i++)
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{
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NE_ModelSetCoordI(Model[i],
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(rand() & (inttof32(3) - 1)) - floattof32(1.5),
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(rand() & (inttof32(3) - 1)) - floattof32(1.5) ,
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(rand() & (inttof32(3) - 1)) - floattof32(1.5));
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}
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}
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// Reset object being touched, let's test if we're wrong
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object_touched = -1;
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if (keys & KEY_TOUCH)
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{
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// This is the part that checks if there are objects being touched
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// GL_MAX_DEPTH is the max possible distance
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int min_distance = GL_MAX_DEPTH;
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for (int j = 0; j < 10; j++)
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{
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// If the distance is greater than 0, the object has been
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// touched. Note that this array is filled in the drawing
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// function
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if(distancetocamera[j] >= 0)
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{
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// If the object is closer than any previously detected
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// object, replace it
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if (distancetocamera[j] < min_distance)
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{
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object_touched = j;
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min_distance = distancetocamera[j];
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}
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}
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}
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}
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else
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{
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// Reset distances if screen is not being touched
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for (int j = 0; j < 10; j++)
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distancetocamera[j] = GL_MAX_DEPTH;
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}
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NE_Process(Draw3DScene);
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NE_WaitForVBL(0);
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}
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return 0;
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}
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