3 #include <conio.h> /* this is where Open Watcom hides the outp() etc. functions */
12 #include <hw/cpu/cpu.h>
13 #include <hw/dos/dos.h>
14 #include <hw/vga/vga.h>
15 #include <hw/vga/vrl.h>
17 static unsigned char palette[768];
19 int main(int argc,char **argv) {
20 struct vrl1_vgax_header *vrl_header;
21 vrl1_vgax_offset_t *vrl_lineoffs;
22 unsigned char *buffer;
27 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
31 fd = open(argv[1],O_RDONLY|O_BINARY);
33 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
37 unsigned long sz = lseek(fd,0,SEEK_END);
38 if (sz < sizeof(*vrl_header)) return 1;
39 if (sz >= 65535UL) return 1;
41 bufsz = (unsigned int)sz;
42 buffer = malloc(bufsz);
43 if (buffer == NULL) return 1;
46 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
48 vrl_header = (struct vrl1_vgax_header*)buffer;
49 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
50 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
56 printf("VGA probe failed\n");
60 update_state_from_vga();
61 vga_enable_256color_modex(); // VGA mode X
62 vga_state.vga_width = 320; // VGA lib currently does not update this
63 vga_state.vga_height = 200; // VGA lib currently does not update this
65 #if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
67 struct vga_mode_params cm;
69 vga_read_crtc_mode(&cm);
72 cm.vertical_total = 525;
73 cm.vertical_start_retrace = 0x1EA;
74 cm.vertical_end_retrace = 0x1EC;
75 cm.vertical_display_end = 480;
76 cm.vertical_blank_start = 489;
77 cm.vertical_blank_end = 517;
79 vga_write_crtc_mode(&cm,0);
81 vga_state.vga_height = 240; // VGA lib currently does not update this
84 /* load color palette */
85 fd = open(argv[2],O_RDONLY|O_BINARY);
93 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
96 /* preprocess the sprite to generate line offsets */
97 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
98 if (vrl_lineoffs == NULL) return 1;
103 /* fill screen with a distinctive pattern */
104 for (i=0;i < vga_state.vga_width;i++) {
106 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
107 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
108 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
111 while (getch() != 13);
113 /* make distinctive pattern offscreen, render sprite, copy onscreen */
115 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
116 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
117 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
118 // if the sprite's edge pixels are clear anyway, you can set this to 0.
122 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
127 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
129 /* stop animating if the user hits ENTER */
131 if (getch() == 13) break;
134 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
135 if (x >= overdraw) rx = (x - overdraw) & (~3);
137 if (y >= overdraw) ry = (y - overdraw);
139 h = vrl_header->height + overdraw + y - ry;
140 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
141 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
142 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
144 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
145 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
146 vga_state.vga_draw_stride = w >> 2;
147 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
149 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
150 * also note we don't have to use the same stride as the display! */
151 for (i=rx;i < (rx+w);i++) {
153 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
154 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
155 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
158 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
159 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
162 vga_state.vga_graphics_ram = omemptr;
164 /* block copy to visible RAM from offscreen */
165 vga_setup_wm1_block_copy();
166 o = offscreen_ofs; // source offscreen
167 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
168 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
169 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
170 vga_restore_rm0wm0();
173 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
178 if (x >= (vga_state.vga_width - 1) || x == 0)
180 if (y >= (vga_state.vga_height - 1) || y == 0)
185 /* make distinctive pattern offscreen, render sprite, copy onscreen.
186 * this time, we render the distinctive pattern to another offscreen location and just copy.
187 * note this version is much faster too! */
189 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
190 const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
191 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
192 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
193 // if the sprite's edge pixels are clear anyway, you can set this to 0.
197 /* fill pattern offset with a distinctive pattern */
198 for (i=0;i < vga_state.vga_width;i++) {
199 o = (i >> 2) + pattern_ofs;
200 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
201 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
202 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
205 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
210 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
212 /* stop animating if the user hits ENTER */
214 if (getch() == 13) break;
217 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
218 if (x >= overdraw) rx = (x - overdraw) & (~3);
220 if (y >= overdraw) ry = (y - overdraw);
222 h = vrl_header->height + overdraw + y - ry;
223 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
224 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
225 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
227 /* block copy pattern to where we will draw the sprite */
228 vga_setup_wm1_block_copy();
230 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
231 for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
232 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
233 vga_restore_rm0wm0();
235 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
236 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
237 vga_state.vga_draw_stride = w >> 2;
238 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
240 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
241 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
244 vga_state.vga_graphics_ram = omemptr;
246 /* block copy to visible RAM from offscreen */
247 vga_setup_wm1_block_copy();
248 o = offscreen_ofs; // source offscreen
249 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
250 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
251 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
252 vga_restore_rm0wm0();
255 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
260 if (x >= (vga_state.vga_width - 1) || x == 0)
262 if (y >= (vga_state.vga_height - 1) || y == 0)
267 /* another handy "demo" effect using VGA write mode 1.
268 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
270 unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
271 unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
272 unsigned int display_ofs = 0x0000;
273 unsigned int i,y,soh,doh,dstart;
274 unsigned int dh_blankfill = 8;
275 unsigned int dh_step = 8;
276 uint32_t sh,dh,yf,ystep;
278 /* copy active display (0) to offscreen buffer (0x4000) */
279 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
280 vga_setup_wm1_block_copy();
281 vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
282 vga_restore_rm0wm0();
284 /* need a blank line as well */
285 for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
287 sh = dh = vga_state.vga_height;
288 while (dh >= dh_step) {
289 /* stop animating if the user hits ENTER */
291 if (getch() == 13) break;
294 /* wait for vsync end */
295 vga_wait_for_vsync_end();
297 /* what scalefactor to use for stretching? */
298 ystep = (0x10000UL * sh) / dh;
299 dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
305 /* for performance, keep VGA in write mode 1 the entire render */
306 vga_setup_wm1_block_copy();
309 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
311 doh = vga_state.vga_stride * y;
314 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
315 doh += vga_state.vga_stride;
320 while (y < (dh+dstart)) {
321 soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
322 vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
323 doh += vga_state.vga_stride;
329 while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
330 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
331 doh += vga_state.vga_stride;
336 vga_restore_rm0wm0();
339 vga_wait_for_vsync();
343 if (dh < 40) dh_step = 1;