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examples: Add example of deleting 3D sprites
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examples/3dsprites/delete/Makefile
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examples/3dsprites/delete/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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# These set the information text in the nds file
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#GAME_TITLE := My Wonderful Homebrew
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#GAME_SUBTITLE1 := built with devkitARM
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#GAME_SUBTITLE2 := http://devitpro.org
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include $(DEVKITARM)/ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source
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INCLUDES := include
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DATA := data
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GRAPHICS :=
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AUDIO :=
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ICON :=
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO := nitrofiles
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project (order is important)
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#---------------------------------------------------------------------------------
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LIBS := -lnflib
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# automatigically add libraries for NitroFS
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ifneq ($(strip $(NITRO)),)
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LIBS := $(LIBS) -lfilesystem -lfat
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endif
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# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
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LIBS := $(LIBS) -lmm9
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endif
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LIBS := $(LIBS) -lnds9
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nflib
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
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$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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# prepare NitroFS directory
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ifneq ($(strip $(NITRO)),)
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export NITRO_FILES := $(CURDIR)/$(NITRO)
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endif
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# get audio list for maxmod
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ifneq ($(strip $(AUDIO)),)
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export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
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# place the soundbank file in NitroFS if using it
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ifneq ($(strip $(NITRO)),)
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export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
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# otherwise, needs to be loaded from memory
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else
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export SOUNDBANK := soundbank.bin
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BINFILES += $(SOUNDBANK)
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endif
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endif
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
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$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.bmp)
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ifneq (,$(findstring $(TARGET).bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/$(TARGET).bmp
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else
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ifneq (,$(findstring icon.bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/icon.bmp
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endif
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endif
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else
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ifeq ($(suffix $(ICON)), .grf)
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export GAME_ICON := $(CURDIR)/$(ICON)
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else
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export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
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endif
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endif
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).nds: $(OUTPUT).elf $(NITRO_FILES) $(GAME_ICON)
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$(OUTPUT).elf: $(OFILES)
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# source files depend on generated headers
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$(OFILES_SOURCES) : $(HFILES)
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# need to build soundbank first
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$(OFILES): $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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# rule to build solution from music files
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#---------------------------------------------------------------------------------
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$(SOUNDBANK) : $(MODFILES)
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#---------------------------------------------------------------------------------
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mmutil $^ -d -o$@ -hsoundbank.h
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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# you use in the graphics folders
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#---------------------------------------------------------------------------------
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%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
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grit $< -fts -o$*
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#---------------------------------------------------------------------------------
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# Convert non-GRF game icon to GRF if needed
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#---------------------------------------------------------------------------------
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$(GAME_ICON): $(notdir $(ICON))
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#---------------------------------------------------------------------------------
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@echo convert $(notdir $<)
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@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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1
examples/3dsprites/delete/Makefile.blocksds
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examples/3dsprites/delete/Makefile.blocksds
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include ../../Makefile.example.blocksds
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examples/3dsprites/delete/assets/bg3.png
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examples/3dsprites/delete/assets/bg3.png
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Binary file not shown.
After Width: | Height: | Size: 27 KiB |
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examples/3dsprites/delete/assets/blueball.png
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examples/3dsprites/delete/assets/blueball.png
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Binary file not shown.
After Width: | Height: | Size: 9.9 KiB |
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examples/3dsprites/delete/assets/convert.sh
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examples/3dsprites/delete/assets/convert.sh
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#!/bin/sh
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grit blueball.png -ftb -fh! -gTFF00FF -gb -gB8 -m!
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for file in *.bin; do
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mv -- "$file" "${file%.bin}"
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done
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mv *.pal *.img ../nitrofiles/sprite
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grit bg3.png -ftb -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
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for file in *.bin; do
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mv -- "$file" "${file%.bin}"
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done
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mv *.pal *.img *.map ../nitrofiles/bg
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examples/3dsprites/delete/nitrofiles/bg/bg3.img
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examples/3dsprites/delete/nitrofiles/bg/bg3.img
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Binary file not shown.
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examples/3dsprites/delete/nitrofiles/bg/bg3.map
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BIN
examples/3dsprites/delete/nitrofiles/bg/bg3.map
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Binary file not shown.
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examples/3dsprites/delete/nitrofiles/bg/bg3.pal
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BIN
examples/3dsprites/delete/nitrofiles/bg/bg3.pal
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Binary file not shown.
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examples/3dsprites/delete/nitrofiles/sprite/blueball.img
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examples/3dsprites/delete/nitrofiles/sprite/blueball.img
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Binary file not shown.
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examples/3dsprites/delete/nitrofiles/sprite/blueball.pal
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examples/3dsprites/delete/nitrofiles/sprite/blueball.pal
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Binary file not shown.
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examples/3dsprites/delete/source/main.c
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examples/3dsprites/delete/source/main.c
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// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2023
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//
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// 3D sprite deletion example.
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// http://www.nightfoxandco.com
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#include <stdio.h>
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#include <time.h>
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#include <nds.h>
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#include <filesystem.h>
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#include <nf_lib.h>
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int main(int argc, char **argv)
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{
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// Prepare a NitroFS initialization screen
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NF_Set2D(0, 0);
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NF_Set2D(1, 0);
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consoleDemoInit();
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printf("\n NitroFS init. Please wait.\n\n");
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printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
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swiWaitForVBlank();
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// Initialize NitroFS and set it as the root folder of the filesystem
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nitroFSInit(NULL);
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NF_SetRootFolder("NITROFS");
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// Initialize 3D engine in the top screen in mode 0
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NF_Set3D(0, 0);
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// Initialize tiled backgrounds system
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NF_InitTiledBgBuffers(); // Initialize storage buffers
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NF_InitTiledBgSys(0); // Top screen
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// Initialize 3D sprite system
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NF_InitSpriteBuffers(); // Initialize storage buffers
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NF_Init3dSpriteSys();
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// Load background files from NitroFS
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NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
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NF_LoadSpritePal("sprite/blueball", 0);
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// Transfer the required sprite to VRAM
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NF_Vram3dSpriteGfx(0, 0, true);
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NF_Vram3dSpritePal(0, 0);
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// Create background in the top screen
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NF_CreateTiledBg(0, 3, "bg3");
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// Create a few sprites
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NF_Create3dSprite(0, 0, 0, 0, 0);
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NF_Create3dSprite(1, 0, 0, 80, 0);
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NF_Create3dSprite(2, 0, 0, 160, 0);
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// Sort their priorites based on their IDs (lower IDs have higher priority)
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NF_Sort3dSprites();
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consoleClear();
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printf("A: Create and delete sprites\n\n\n");
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while (1)
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{
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// Read keys
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scanKeys();
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u16 keys = keysDown();
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if (keys & KEY_A)
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break;
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// Draw all 3D sprites
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NF_Draw3dSprites();
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// Tell the GPU to draw the scene and wait until it's done
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glFlush(0);
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// Wait for the screen refresh
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swiWaitForVBlank();
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}
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// Delete one sprite
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NF_Delete3dSprite(1);
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// Overwrite a sprite that exists
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NF_Create3dSprite(2, 0, 0, 160, 80);
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// Create a new sprite
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NF_Create3dSprite(3, 0, 0, 0, 80);
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// Sort their priorites based on their IDs (lower IDs have higher priority)
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NF_Sort3dSprites();
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printf("Done!");
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while (1)
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{
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// Draw all 3D sprites
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NF_Draw3dSprites();
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// Tell the GPU to draw the scene and wait until it's done
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glFlush(0);
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// Wait for the screen refresh
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swiWaitForVBlank();
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}
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return 0;
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}
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