examples: Add example of deleting 3D sprites

This commit is contained in:
Antonio Niño Díaz 2023-06-05 22:21:05 +01:00
parent 90287a7133
commit 6be1dfa154
11 changed files with 352 additions and 0 deletions

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary files embedded using bin2o
# GRAPHICS is a list of directories containing image files to be converted with grit
# AUDIO is a list of directories containing audio to be converted by maxmod
# ICON is the image used to create the game icon, leave blank to use default rule
# NITRO is a directory that will be accessible via NitroFS
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES := include
DATA := data
GRAPHICS :=
AUDIO :=
ICON :=
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO := nitrofiles
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
CFLAGS := -g -Wall -O3\
$(ARCH) $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnflib
# automatigically add libraries for NitroFS
ifneq ($(strip $(NITRO)),)
LIBS := $(LIBS) -lfilesystem -lfat
endif
# automagically add maxmod library
ifneq ($(strip $(AUDIO)),)
LIBS := $(LIBS) -lmm9
endif
LIBS := $(LIBS) -lnds9
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nflib
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
# prepare NitroFS directory
ifneq ($(strip $(NITRO)),)
export NITRO_FILES := $(CURDIR)/$(NITRO)
endif
# get audio list for maxmod
ifneq ($(strip $(AUDIO)),)
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
# place the soundbank file in NitroFS if using it
ifneq ($(strip $(NITRO)),)
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
# otherwise, needs to be loaded from memory
else
export SOUNDBANK := soundbank.bin
BINFILES += $(SOUNDBANK)
endif
endif
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.bmp)
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
else
ifneq (,$(findstring icon.bmp,$(icons)))
export GAME_ICON := $(CURDIR)/icon.bmp
endif
endif
else
ifeq ($(suffix $(ICON)), .grf)
export GAME_ICON := $(CURDIR)/$(ICON)
else
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
endif
endif
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds: $(OUTPUT).elf $(NITRO_FILES) $(GAME_ICON)
$(OUTPUT).elf: $(OFILES)
# source files depend on generated headers
$(OFILES_SOURCES) : $(HFILES)
# need to build soundbank first
$(OFILES): $(SOUNDBANK)
#---------------------------------------------------------------------------------
# rule to build solution from music files
#---------------------------------------------------------------------------------
$(SOUNDBANK) : $(MODFILES)
#---------------------------------------------------------------------------------
mmutil $^ -d -o$@ -hsoundbank.h
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h: %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*
#---------------------------------------------------------------------------------
# Convert non-GRF game icon to GRF if needed
#---------------------------------------------------------------------------------
$(GAME_ICON): $(notdir $(ICON))
#---------------------------------------------------------------------------------
@echo convert $(notdir $<)
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
-include $(DEPSDIR)/*.d
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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include ../../Makefile.example.blocksds

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#!/bin/sh
grit blueball.png -ftb -fh! -gTFF00FF -gb -gB8 -m!
for file in *.bin; do
mv -- "$file" "${file%.bin}"
done
mv *.pal *.img ../nitrofiles/sprite
grit bg3.png -ftb -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
for file in *.bin; do
mv -- "$file" "${file%.bin}"
done
mv *.pal *.img *.map ../nitrofiles/bg

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
//
// 3D sprite deletion example.
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
int main(int argc, char **argv)
{
// Prepare a NitroFS initialization screen
NF_Set2D(0, 0);
NF_Set2D(1, 0);
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
// Initialize NitroFS and set it as the root folder of the filesystem
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS");
// Initialize 3D engine in the top screen in mode 0
NF_Set3D(0, 0);
// Initialize tiled backgrounds system
NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Top screen
// Initialize 3D sprite system
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_Init3dSpriteSys();
// Load background files from NitroFS
NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
// Transfer the required sprite to VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
// Create background in the top screen
NF_CreateTiledBg(0, 3, "bg3");
// Create a few sprites
NF_Create3dSprite(0, 0, 0, 0, 0);
NF_Create3dSprite(1, 0, 0, 80, 0);
NF_Create3dSprite(2, 0, 0, 160, 0);
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
consoleClear();
printf("A: Create and delete sprites\n\n\n");
while (1)
{
// Read keys
scanKeys();
u16 keys = keysDown();
if (keys & KEY_A)
break;
// Draw all 3D sprites
NF_Draw3dSprites();
// Tell the GPU to draw the scene and wait until it's done
glFlush(0);
// Wait for the screen refresh
swiWaitForVBlank();
}
// Delete one sprite
NF_Delete3dSprite(1);
// Overwrite a sprite that exists
NF_Create3dSprite(2, 0, 0, 160, 80);
// Create a new sprite
NF_Create3dSprite(3, 0, 0, 0, 80);
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
printf("Done!");
while (1)
{
// Draw all 3D sprites
NF_Draw3dSprites();
// Tell the GPU to draw the scene and wait until it's done
glFlush(0);
// Wait for the screen refresh
swiWaitForVBlank();
}
return 0;
}