1 #include <hw/cpu/cpu.h>
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2 #include <hw/dos/dos.h>
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3 #include <hw/vga/vga.h>
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4 #include <hw/vga/vrl.h>
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6 #include "src/tesuto.h"
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8 static unsigned char palette[768];
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10 int main(int argc,char **argv) {
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11 struct vrl1_vgax_header *vrl_header;
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12 vrl1_vgax_offset_t *vrl_lineoffs;
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13 unsigned char *buffer;
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18 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
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22 fd = open(argv[1],O_RDONLY|O_BINARY);
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24 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
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28 unsigned long sz = lseek(fd,0,SEEK_END);
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29 if (sz < sizeof(*vrl_header)) return 1;
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30 if (sz >= 65535UL) return 1;
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32 bufsz = (unsigned int)sz;
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33 buffer = malloc(bufsz);
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34 if (buffer == NULL) return 1;
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36 lseek(fd,0,SEEK_SET);
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37 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
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39 vrl_header = (struct vrl1_vgax_header*)buffer;
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40 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
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41 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
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47 printf("VGA probe failed\n");
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51 update_state_from_vga();
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52 vga_enable_256color_modex(); // VGA mode X
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53 vga_state.vga_width = 320; // VGA lib currently does not update this
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54 vga_state.vga_height = 240; // VGA lib currently does not update this
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56 #if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
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58 struct vga_mode_params cm;
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60 vga_read_crtc_mode(&cm);
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62 // 320x240 mode 60Hz
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63 cm.vertical_total = 525;
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64 cm.vertical_start_retrace = 0x1EA;
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65 cm.vertical_end_retrace = 0x1EC;
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66 cm.vertical_display_end = 480;
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67 cm.vertical_blank_start = 489;
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68 cm.vertical_blank_end = 517;
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70 vga_write_crtc_mode(&cm,0);
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72 vga_state.vga_height = 240; // VGA lib currently does not update this
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75 /* load color palette */
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76 fd = open(argv[2],O_RDONLY|O_BINARY);
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80 read(fd,palette,768);
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83 vga_palette_lseek(0);
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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);
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87 /* preprocess the sprite to generate line offsets */
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88 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
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89 if (vrl_lineoffs == NULL) return 1;
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94 /* fill screen with a distinctive pattern */
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95 for (i=0;i < vga_state.vga_width;i++) {
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97 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
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98 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
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99 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
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102 //while (getch() != 13);
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104 /* make distinctive pattern offscreen, render sprite, copy onscreen */
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106 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
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107 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
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108 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
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109 // if the sprite's edge pixels are clear anyway, you can set this to 0.
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110 VGA_RAM_PTR omemptr;
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113 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
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118 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
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120 /* stop animating if the user hits ENTER */
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122 if (getch() == 13) break;
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125 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
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126 if (x >= overdraw) rx = (x - overdraw) & (~3);
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128 if (y >= overdraw) ry = (y - overdraw);
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130 h = vrl_header->height + overdraw + y - ry;
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131 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
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132 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
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133 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
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135 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
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136 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
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137 vga_state.vga_draw_stride = w >> 2;
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138 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
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140 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
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141 * also note we don't have to use the same stride as the display! */
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142 for (i=rx;i < (rx+w);i++) {
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144 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
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145 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
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146 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
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149 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
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150 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
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153 vga_state.vga_graphics_ram = omemptr;
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155 /* block copy to visible RAM from offscreen */
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156 vga_setup_wm1_block_copy();
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157 o = offscreen_ofs; // source offscreen
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158 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
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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);
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160 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
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161 vga_restore_rm0wm0();
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163 /* restore stride */
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164 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
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169 if (x >= (vga_state.vga_width - 1) || x == 0)
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171 if (y >= (vga_state.vga_height - 1) || y == 0)
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176 /* make distinctive pattern offscreen, render sprite, copy onscreen.
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177 * this time, we render the distinctive pattern to another offscreen location and just copy.
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178 * note this version is much faster too! */
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180 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
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181 const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
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182 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
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183 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
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184 // if the sprite's edge pixels are clear anyway, you can set this to 0.
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185 VGA_RAM_PTR omemptr;
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188 /* fill pattern offset with a distinctive pattern */
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189 for (i=0;i < vga_state.vga_width;i++) {
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190 o = (i >> 2) + pattern_ofs;
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191 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
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192 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
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193 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
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196 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
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201 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
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203 /* stop animating if the user hits ENTER */
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205 if (getch() == 13) break;
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208 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
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209 if (x >= overdraw) rx = (x - overdraw) & (~3);
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211 if (y >= overdraw) ry = (y - overdraw);
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213 h = vrl_header->height + overdraw + y - ry;
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214 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
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215 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
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216 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
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218 /* block copy pattern to where we will draw the sprite */
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219 vga_setup_wm1_block_copy();
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220 o2 = offscreen_ofs;
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221 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
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222 for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
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223 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
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224 vga_restore_rm0wm0();
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226 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
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227 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
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228 vga_state.vga_draw_stride = w >> 2;
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229 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
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231 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
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232 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
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235 vga_state.vga_graphics_ram = omemptr;
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237 /* block copy to visible RAM from offscreen */
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238 vga_setup_wm1_block_copy();
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239 o = offscreen_ofs; // source offscreen
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240 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
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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);
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242 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
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243 vga_restore_rm0wm0();
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245 /* restore stride */
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246 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
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251 if (x >= (vga_state.vga_width - 1) || x == 0)
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253 if (y >= (vga_state.vga_height - 1) || y == 0)
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258 /* another handy "demo" effect using VGA write mode 1.
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259 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
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261 unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
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262 unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
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263 unsigned int display_ofs = 0x0000;
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264 unsigned int i,y,soh,doh,dstart;
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265 unsigned int dh_blankfill = 8;
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266 unsigned int dh_step = 8;
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267 uint32_t sh,dh,yf,ystep;
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269 /* copy active display (0) to offscreen buffer (0x4000) */
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270 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
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271 vga_setup_wm1_block_copy();
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272 vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
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273 vga_restore_rm0wm0();
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275 /* need a blank line as well */
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276 for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
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278 sh = dh = vga_state.vga_height;
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279 while (dh >= dh_step) {
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280 /* stop animating if the user hits ENTER */
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282 if (getch() == 13) break;
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285 /* wait for vsync end */
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286 vga_wait_for_vsync_end();
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288 /* what scalefactor to use for stretching? */
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289 ystep = (0x10000UL * sh) / dh;
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290 dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
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296 /* for performance, keep VGA in write mode 1 the entire render */
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297 vga_setup_wm1_block_copy();
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300 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
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302 doh = vga_state.vga_stride * y;
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304 while (y < dstart) {
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305 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
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306 doh += vga_state.vga_stride;
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311 while (y < (dh+dstart)) {
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312 soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
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313 vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
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314 doh += vga_state.vga_stride;
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320 while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
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321 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
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322 doh += vga_state.vga_stride;
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327 vga_restore_rm0wm0();
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329 /* wait for vsync */
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330 vga_wait_for_vsync();
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332 /* make it shrink */
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334 if (dh < 40) dh_step = 1;
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339 free(vrl_lineoffs);
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