1 #include <hw/cpu/cpu.h>
2 #include <hw/dos/dos.h>
3 #include <hw/vga/vga.h>
4 //#include <hw/vga/vrl.h>
6 #include "src/tesuto.h"
8 static unsigned char palette[768];
10 int main(int argc,char **argv) {
11 struct vrl1_vgax_header *vrl_header;
12 vrl1_vgax_offset_t *vrl_lineoffs;
13 unsigned char *buffer;
18 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
22 fd = open(argv[1],O_RDONLY|O_BINARY);
24 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
28 unsigned long sz = lseek(fd,0,SEEK_END);
29 if (sz < sizeof(*vrl_header)) return 1;
30 if (sz >= 65535UL) return 1;
32 bufsz = (unsigned int)sz;
33 buffer = malloc(bufsz);
34 if (buffer == NULL) return 1;
37 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
39 vrl_header = (struct vrl1_vgax_header*)buffer;
40 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
41 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
47 printf("VGA probe failed\n");
51 update_state_from_vga();
52 vga_enable_256color_modex(); // VGA mode X
53 vga_state.vga_width = 320; // VGA lib currently does not update this
54 vga_state.vga_height = 240; // VGA lib currently does not update this
56 //#if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
58 struct vga_mode_params cm;
60 vga_read_crtc_mode(&cm);
63 cm.vertical_total = 525;
64 cm.vertical_start_retrace = 0x1EA;
65 cm.vertical_end_retrace = 0x1EC;
66 cm.vertical_display_end = 480;
67 cm.vertical_blank_start = 489;
68 cm.vertical_blank_end = 517;
70 vga_write_crtc_mode(&cm,0);
72 vga_state.vga_height = 240; // VGA lib currently does not update this
75 /* load color palette */
76 fd = open(argv[2],O_RDONLY|O_BINARY);
84 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
87 /* preprocess the sprite to generate line offsets */
88 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
89 if (vrl_lineoffs == NULL) return 1;
94 /* fill screen with a distinctive pattern */
95 for (i=0;i < vga_state.vga_width;i++) {
97 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
98 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
99 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
102 while (getch() != 13);
104 /* make distinctive pattern offscreen, render sprite, copy onscreen */
106 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
107 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
108 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
109 // if the sprite's edge pixels are clear anyway, you can set this to 0.
113 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
118 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
120 /* stop animating if the user hits ENTER */
122 if (getch() == 13) break;
125 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
126 if (x >= overdraw) rx = (x - overdraw) & (~3);
128 if (y >= overdraw) ry = (y - overdraw);
130 h = vrl_header->height + overdraw + y - ry;
131 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
132 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
133 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
135 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
136 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
137 vga_state.vga_draw_stride = w >> 2;
138 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
140 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
141 * also note we don't have to use the same stride as the display! */
142 for (i=rx;i < (rx+w);i++) {
144 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
145 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
146 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
149 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
150 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
153 vga_state.vga_graphics_ram = omemptr;
155 /* block copy to visible RAM from offscreen */
156 vga_setup_wm1_block_copy();
157 o = offscreen_ofs; // source offscreen
158 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
159 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);
160 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
161 vga_restore_rm0wm0();
164 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
169 if (x >= (vga_state.vga_width - 1) || x == 0)
171 if (y >= (vga_state.vga_height - 1) || y == 0)
176 /* make distinctive pattern offscreen, render sprite, copy onscreen.
177 * this time, we render the distinctive pattern to another offscreen location and just copy.
178 * note this version is much faster too! */
180 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
181 const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
182 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
183 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
184 // if the sprite's edge pixels are clear anyway, you can set this to 0.
188 /* fill pattern offset with a distinctive pattern */
189 for (i=0;i < vga_state.vga_width;i++) {
190 o = (i >> 2) + pattern_ofs;
191 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
192 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
193 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
196 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
201 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
203 /* stop animating if the user hits ENTER */
205 if (getch() == 13) break;
208 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
209 if (x >= overdraw) rx = (x - overdraw) & (~3);
211 if (y >= overdraw) ry = (y - overdraw);
213 h = vrl_header->height + overdraw + y - ry;
214 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
215 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
216 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
218 /* block copy pattern to where we will draw the sprite */
219 vga_setup_wm1_block_copy();
221 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
222 for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
223 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
224 vga_restore_rm0wm0();
226 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
227 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
228 vga_state.vga_draw_stride = w >> 2;
229 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
231 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
232 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
235 vga_state.vga_graphics_ram = omemptr;
237 /* block copy to visible RAM from offscreen */
238 vga_setup_wm1_block_copy();
239 o = offscreen_ofs; // source offscreen
240 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
241 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);
242 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
243 vga_restore_rm0wm0();
246 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
251 if (x >= (vga_state.vga_width - 1) || x == 0)
253 if (y >= (vga_state.vga_height - 1) || y == 0)
258 /* another handy "demo" effect using VGA write mode 1.
259 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
261 unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
262 unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
263 unsigned int display_ofs = 0x0000;
264 unsigned int i,y,soh,doh,dstart;
265 unsigned int dh_blankfill = 8;
266 unsigned int dh_step = 8;
267 uint32_t sh,dh,yf,ystep;
269 /* copy active display (0) to offscreen buffer (0x4000) */
270 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
271 vga_setup_wm1_block_copy();
272 vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
273 vga_restore_rm0wm0();
275 /* need a blank line as well */
276 for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
278 sh = dh = vga_state.vga_height;
279 while (dh >= dh_step) {
280 /* stop animating if the user hits ENTER */
282 if (getch() == 13) break;
285 /* wait for vsync end */
286 vga_wait_for_vsync_end();
288 /* what scalefactor to use for stretching? */
289 ystep = (0x10000UL * sh) / dh;
290 dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
296 /* for performance, keep VGA in write mode 1 the entire render */
297 vga_setup_wm1_block_copy();
300 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
302 doh = vga_state.vga_stride * y;
305 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
306 doh += vga_state.vga_stride;
311 while (y < (dh+dstart)) {
312 soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
313 vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
314 doh += vga_state.vga_stride;
320 while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
321 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
322 doh += vga_state.vga_stride;
327 vga_restore_rm0wm0();
330 vga_wait_for_vsync();
334 if (dh < 40) dh_step = 1;