nitro-engine/examples/loading/assign_transform_matrix/source/main.c
2024-10-11 13:33:33 +02:00

106 lines
2.6 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
//
// This file is part of Nitro Engine
// TODO
#include <NEMain.h>
#include "sphere_bin.h"
typedef struct {
NE_Camera *Camera;
NE_Model *ModelWithoutMatrix;
NE_Model *ModelWithMatrix;
} SceneData;
void Draw3DScene(void *arg)
{
SceneData *Scene = arg;
NE_CameraUse(Scene->Camera);
NE_ModelDraw(Scene->ModelWithoutMatrix);
NE_ModelDraw(Scene->ModelWithMatrix);
}
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.
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 everything.
Scene.ModelWithoutMatrix = NE_ModelCreate(NE_Static);
Scene.ModelWithMatrix = NE_ModelCreate(NE_Static);
Scene.Camera = NE_CameraCreate();
// Setup camera
NE_CameraSet(Scene.Camera,
0, 0, 3,
0, 0, 0,
0, 1, 0);
// Load models
NE_ModelLoadStaticMesh(Scene.ModelWithoutMatrix, sphere_bin);
NE_ModelLoadStaticMesh(Scene.ModelWithMatrix, sphere_bin);
// Set up light
NE_LightSet(0, NE_Yellow, 0, -0.5, -0.5);
// Set start coordinates/rotation of the models
NE_ModelSetCoord(Scene.ModelWithoutMatrix, -1, 0, 0);
// Transformation matrix we are going to use for a model. Note that this
// matrix is transposed compared to what most 3D documentation describes.
m4x3 matrix = {{
// 3x3 transformation
inttof32(1), 0, 0,
0, inttof32(1), 0,
0, 0, inttof32(1),
// Translation vector
inttof32(2), 0, 0
}};
int translation = inttof32(2);
printf("The right ball uses a matrix\n"
"assigned by the user, the left\n"
"one has rotation managed by\n"
"Nitro Engine.");
while (1)
{
NE_WaitForVBL(0);
// Rotate the first model
NE_ModelRotate(Scene.ModelWithoutMatrix, -1, 2, 1);
// Update matrix manually
translation += floattof32(0.05);
if (translation > inttof32(3))
translation = inttof32(1);
matrix.m[9] = translation;
// Assign matrix again
NE_ModelSetMatrix(Scene.ModelWithMatrix, &matrix);
// Draw scene
NE_ProcessArg(Draw3DScene, &Scene);
}
return 0;
}