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(*
Easy GL2D
Relminator 2011
Richard Eric M. Lope BSN RN
Http://Rel.Phatcode.Net
A very small, simple, yet very fast DS 2D rendering lib using the DS' 3D core.
--
Translated in Object Pascal by Francesco Lombardi - 2012
http://itaprogaming.free.fr
*)
program fonts;
{$L build/font_si.o}
{$L build/font_16x16.o}
{$mode objfpc}
{$H+}
uses
ctypes, nds9, gl2d, uvcoord_font_si, uvcoord_font_16x16;
const
font_16x16BitmapLen = 32768;
font_siBitmapLen = 8192;
font_siPalLen = 512;
var
font_siBitmap: array [0..0] of cuint; cvar; external;
font_16x16Bitmap: array [0..0] of cuint; cvar; external;
font_siPal: array [0..0] of cushort; cvar; external;
type
// Our font class
Tglfont = class
private
font_sprite: pglimage;
str: array [1..256] of cchar;
str2: array [1..256] of cchar;
public
function Load(_font_sprite: pglImage; const numframes: cuint; texcoords: pcuint;
_type: GL_TEXTURE_TYPE_ENUM; sizeX, sizeY, param, pallette_width: cint;
const palette: pcuint16; const texture: pcuint8): cint;
procedure Print(x, y: integer; const text: pchar); overload;
procedure Print(x, y: integer; value: cint); overload;
procedure PrintCentered(x, y: integer; const text: pchar); overload;
procedure PrintCentered(x, y: integer; value: cint); overload;
end;
function TglFont.Load(_font_sprite: pglImage; const numframes: cuint; texcoords: pcuint;
_type: GL_TEXTURE_TYPE_ENUM; sizeX, sizeY, param, pallette_width: cint;
const palette: pcuint16; const texture: pcuint8): cint;
var
textureID: cint;
begin
font_sprite := _font_sprite;
textureID := glLoadSpriteSet(font_sprite,
numframes,
texcoords,
_type,
sizeX,
sizeY,
param,
pallette_width,
palette,
texture );
result := textureID;
end;
procedure TglFont.Print(x, y: integer; const text: pchar);
var
font_char: cuchar;
i: integer;
begin
for i := 0 to length(Text) do
begin
font_char := Ord(text[i]) - 32;
glSprite( x, y, GL_FLIP_NONE, @font_sprite[font_char] );
x := x + font_sprite[font_char].width;
end;
end;
procedure TglFont.Print(x, y: integer; value: cint);
begin
sprintf(@str, '%i', value);
Print(x, y, @str);
end;
procedure TglFont.PrintCentered(x, y: integer; const text: pchar);
var
font_char: cuchar;
total_width: integer;
o_text: pchar;
i: integer;
begin
total_width := 0;
o_text := text;
for i := 0 to length(Text) do
begin
font_char := Ord(text[i]) - 32;
total_width := total_width + font_sprite[font_char].width;
end;
x := (SCREEN_WIDTH - total_width) div 2;
// text := o_text;
for i := 0 to length(o_Text) do
begin
font_char := Ord(o_text[i]) - 32;
glSprite( x, y, GL_FLIP_NONE, @font_sprite[font_char] );
x := x + font_sprite[font_char].width;
end;
end;
procedure TglFont.PrintCentered(x, y: integer; value: cint);
begin
sprintf(@str, '%i', value);
PrintCentered(x, y, @str);
end;
var
// This imageset would use our texture packer generated coords so it's kinda
// safe and easy to use
// FONT_SI_NUM_IMAGES is a value #defined from "uvcoord_font_si.h"
FontImages: array [1..FONT_SI_NUM_IMAGES] of glImage;
FontBigImages: array [1..FONT_16X16_NUM_IMAGES] of glimage;
// Our fonts
Font, FontBig: Tglfont;
textureSize: cint;
frame: integer;
x: integer;
opacity: integer;
begin
defaultExceptionHandler();
Font := TglFont.Create;
FontBig := TglFont.Create;
videoSetMode(MODE_5_3D);
consoleDemoInit();
// Initialize GL in 3d mode
glScreen2D();
// Set Bank A to texture (128 kb)
vramSetBankA( VRAM_A_TEXTURE );
vramSetBankE(VRAM_E_TEX_PALETTE); // Allocate VRAM bank for all the palettes
// Load our font texture
// We used glLoadSpriteSet since the texture was made
// with my texture packer.
// no need to save the return value since
// we don't need it at all
Font.Load(@FontImages, // pointer to glImage array
FONT_SI_NUM_IMAGES, // Texture packer auto-generated #define
@font_si_texcoords, // Texture packer auto-generated array
GL_RGB256, // texture type for glTexImage2D() in videoGL.h
TEXTURE_SIZE_64, // sizeX for glTexImage2D() in videoGL.h
TEXTURE_SIZE_128, // sizeY for glTexImage2D() in videoGL.h
GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T or TEXGEN_OFF or GL_TEXTURE_COLOR0_TRANSPARENT, // param for glTexImage2D() in videoGL.h
256, // Length of the palette (256 colors)
@font_siPal, // Palette Data
@font_siBitmap // image data generated by GRIT
);
// Do the same with our bigger texture
FontBig.Load(@FontBigImages,
FONT_16X16_NUM_IMAGES,
@font_16x16_texcoords,
GL_RGB256,
TEXTURE_SIZE_64,
TEXTURE_SIZE_512,
GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T or TEXGEN_OFF or GL_TEXTURE_COLOR0_TRANSPARENT,
256,
@font_siPal,
@font_16x16Bitmap
);
iprintf(#$1b'[1;1HEasy GL2D Font Example');
iprintf(#$1b'[3;1HFonts by Adigun A. Polack');
iprintf(#$1b'[6;1HRelminator');
iprintf(#$1b'[7;1HHttp://Rel.Phatcode.Net');
// calculate the amount of
// memory uploaded to VRAM in KB
TextureSize := font_siBitmapLen + font_16x16BitmapLen;
iprintf(#$1b'[10;1HTotal Texture size= %i kb', TextureSize div 1024);
// our ever present frame counter
frame := 0;
while true do
begin
// increment frame counter and rotation offsets
inc(frame);
// set up GL2D for 2d mode
glBegin2D();
// fill the whole screen with a gradient box
glBoxFilledGradient( 0, 0, 255, 191,
RGB15( 31, 0, 0 ),
RGB15( 0, 31, 0 ),
RGB15( 31, 0, 31 ),
RGB15( 0, 31, 31 )
);
// Center print the title
glColor( RGB15(0,0,0) );
FontBig.PrintCentered( 0, 0, 'EASY GL2D' );
glColor( RGB15((frame*6) and 31,(-frame*4) and 31, (frame*2) and 31) );
FontBig.PrintCentered( 0, 20, 'FONT EXAMPLE');
// Fixed-point sinusoidal movement
x := ( sinLerp( frame * 400 ) * 30 ) shr 12;
// Make the fonts sway left and right
// Also change coloring of fonts
glColor( RGB15(31,0,0) );
FontBig.Print( 25 + x, 50, 'hfDEVKITPROfh' );
glColor( RGB15(31,0,31) );
glColor( RGB15(x, 31 - x, x * 2) );
FontBig.Print( 50 - x, 70, 'dcLIBNDScd' );
// change fontsets and print some spam
glColor( RGB15(0,31,31) );
Font.PrintCentered( 0, 100, 'FONTS BY ADIGUN A. POLACK' );
Font.PrintCentered( 0, 120, 'CODE BY RELMINATOR' );
// Restore normal coloring
glColor( RGB15(31,31,31) );
// Change opacity relative to frame
opacity := abs( sinLerp( frame * 245 ) * 30 ) shr 12;
// translucent mode
// Add 1 to opacity since at 0 we will get into wireframe mode
glPolyFmt(POLY_ALPHA(1 + opacity) or POLY_CULL_NONE or POLY_ID(1));
FontBig.Print( 35 + x, 140, 'ANYA THERESE' );
glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_ID(2));
// Print the number of frames
Font.Print( 10, 170, 'FRAMES = ');
Font.Print( 10 + 72, 170, frame );
glEnd2D();
glFlush(0);
swiWaitForVBlank();
end;
Font.free;
FontBig.free;
end.
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