nitro-engine/examples/other/touch_test/source/main.c
2022-10-16 22:55:06 +01:00

204 lines
5.1 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022
//
// This file is part of Nitro Engine
#include <NEMain.h>
#include "model_bin.h"
NE_Camera *Camera;
NE_Model *Model[10];
int distancetocamera[10];
int object_touched;
int rotz, roty;
uint32 keys;
void Draw3DScene(void)
{
NE_CameraUse(Camera);
NE_ViewRotate(0, roty, rotz);
// Draw everything
for (int i = 0; i < 10; i++)
{
if (i == object_touched)
NE_PolyFormat(31, 0, NE_LIGHT_1, NE_CULL_BACK, 0);
else
NE_PolyFormat(31, 0, NE_LIGHT_0, NE_CULL_BACK, 0);
NE_ModelDraw(Model[i]);
}
if (keys & KEY_TOUCH)
{
// Get the information
NE_TouchTestStart();
for (int i = 0; i < 10; i++)
{
// Models being drawn during the touch test aren't
// actually drawn. That means you can use less detailed
// objects, with no textures, etc, in order to make it
// easier for the GPU to handle.
NE_TouchTestObject();
NE_ModelDraw(Model[i]);
distancetocamera[i] = NE_TouchTestResult();
}
NE_TouchTestEnd();
}
}
int main(void)
{
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_HBLANK, NE_HBLFunc);
NE_Init3D();
// Move 3D screen to lower screen
NE_SwapScreens();
// 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();
for (int i = 0; i < 10; i++)
Model[i] = NE_ModelCreate(NE_Static);
// Allocate everything
Camera = NE_CameraCreate();
NE_CameraSet(Camera,
-4, 0, 0,
0, 0, 0,
0, 1, 0);
// Load model
for (int i = 0; i < 10; i++)
NE_ModelLoadStaticMesh(Model[i], (u32 *)model_bin);
// Set up lights
NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
NE_LightSet(1, NE_Red, 0, -0.5, -0.5);
// Enable shading
NE_ShadingEnable(true);
// Wait a bit
swiWaitForVBlank();
swiWaitForVBlank();
swiWaitForVBlank();
swiWaitForVBlank();
printf("Press any key to start...");
int framecount = 0;
while (1)
{
if(framecount < 30)
printf("\x1b[1;0H_");
else
printf("\x1b[1;0H ");
if(framecount == 60)
framecount = 0;
framecount++;
scanKeys();
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
if (keysHeld())
break;
swiWaitForVBlank();
}
printf("\x1b[0;0H ");
printf("\x1b[1;0H ");
printf("\x1b[0;0HNote: If two objects overlap,\n"
"it may fail to diferenciate\nwhich is closer to the camera.");
printf("\x1b[22;0HPAD: Rotate.");
printf("\x1b[23;0HSTART: New positions.");
while (1)
{
scanKeys();
keys = keysHeld();
// Rotate view
if (keys & KEY_RIGHT)
roty --;
if (keys & KEY_LEFT)
roty ++;
if (keys & KEY_UP)
rotz ++;
if (keys & KEY_DOWN)
rotz --;
if (keysDown() & KEY_START)
{
// Set random coordinates
for (int i = 0; i < 10; i++)
{
NE_ModelSetCoordI(Model[i],
(rand() & (inttof32(3) - 1)) - floattof32(1.5),
(rand() & (inttof32(3) - 1)) - floattof32(1.5) ,
(rand() & (inttof32(3) - 1)) - floattof32(1.5));
}
}
// Reset object being touched, let's test if we're wrong
object_touched = -1;
if (keys & KEY_TOUCH)
{
// This is the part that checks if there are objects being touched
// GL_MAX_DEPTH is the max possible distance
int min_distance = GL_MAX_DEPTH;
for (int j = 0; j < 10; j++)
{
// If the distance is greater than 0, the object has been
// touched. Note that this array is filled in the drawing
// function
if(distancetocamera[j] >= 0)
{
// If the object is closer than any previously detected
// object, replace it
if (distancetocamera[j] < min_distance)
{
object_touched = j;
min_distance = distancetocamera[j];
}
}
}
}
else
{
// Reset distances if screen is not being touched
for (int j = 0; j < 10; j++)
distancetocamera[j] = GL_MAX_DEPTH;
}
NE_Process(Draw3DScene);
NE_WaitForVBL(0);
}
return 0;
}