- MOV AX, SCREEN_SEG ; go to the VGA memory\r
- MOV ES, AX\r
- MOV DI, poffset ; go to the first pixel\r
- MOV DX, SC_INDEX ; point to the map mask\r
- MOV AL, MAP_MASK\r
- OUT DX, AL\r
- INC DX\r
- MOV AL, color ; get ready to write colors\r
- SCAN_START:\r
- MOV CX, scanCount ; count the line\r
- MOV BL, AL ; remember color\r
- MOV AL, left ; do the left clip\r
- OUT DX, AL ; set the left clip\r
- MOV AL, BL ; restore color\r
- STOSB ; write the color\r
- DEC CX\r
- JZ SCAN_DONE ; handle 1 group stuff\r
-\r
- ;-- write the main body of the scanline\r
- MOV BL, AL ; remember color\r
- MOV AL, 0x0f ; write to all pixels\r
- OUT DX, AL\r
- MOV AL, BL ; restore color\r
- REP STOSB ; write the color\r
- SCAN_DONE:\r
- MOV BL, AL ; remeber color\r
- MOV AL, right\r
- OUT DX, AL ; do the right clip\r
- MOV AL, BL ; restore color\r
- STOSB ; write pixel\r
- ADD DI, nextRow ; go to the next row\r
- DEC h\r
- JNZ SCAN_START\r
- }\r
-}\r
-\r
-\r
-void\r
-oldDrawBmp(byte far* page, int x, int y, bitmap_t *bmp, byte sprite)\r
-{\r
- byte plane;\r
- word px, py;\r
- word offset;\r
-\r
- /* TODO Make this fast. It's SLOOOOOOW */\r
- for(plane=0; plane < 4; plane++) {\r
- modexSelectPlane(PLANE(plane+x));\r
- for(px = plane; px < bmp->width; px+=4) {\r
- offset=px;\r
- for(py=0; py<bmp->height; py++) {\r
- if(!sprite || bmp->data[offset])\r
- page[PAGE_OFFSET(x+px, y+py)] = bmp->data[offset];\r
- offset+=bmp->width;\r
- }\r
- }\r
- }\r
-}\r
-\r
-\r
-void\r
-modexDrawBmp(page_t *page, int x, int y, bitmap_t *bmp) {\r
- /* draw the region (the entire freakin bitmap) */\r
- modexDrawBmpRegion(page, x, y, 0, 0, bmp->width, bmp->height, bmp);\r
-}\r
-\r
-\r
-void\r
-modexDrawBmpRegion(page_t *page, int x, int y,\r
- int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
- word poffset = (word) page->data + y*(page->width/4) + x/4;\r
- byte *data = bmp->data;//+bmp->offset;\r
- word bmpOffset = (word) data + ry * bmp->width + rx;\r
- word width = rw;\r
- word height = rh;\r
- byte plane = 1 << ((byte) x & 0x03);\r
- word scanCount = width/4 + (width%4 ? 1 :0);\r
- word nextPageRow = page->width/4 - scanCount;\r
- word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
- byte planeCounter = 4;\r
-\r
- printf("bmp->data=%Fp\n",bmp->data);\r
- printf("*bmp->data=%Fp\n",*(bmp->data));\r
- printf("&bmp->data=%Fp\n",&(bmp->data));\r
-\r
- //code is a bit slow here\r
- __asm {\r
- MOV AX, SCREEN_SEG ; go to the VGA memory\r
- MOV ES, AX\r
-\r
- MOV DX, SC_INDEX ; point at the map mask register\r
- MOV AL, MAP_MASK ;\r
- OUT DX, AL ;\r
-\r
- PLANE_LOOP:\r
- MOV DX, SC_DATA ; select the current plane\r
- MOV AL, plane ;\r
- OUT DX, AL ;\r
-\r
- ;-- begin plane painting\r
- MOV AX, height ; start the row counter\r
- MOV rowCounter, AX ;\r
- MOV DI, poffset ; go to the first pixel\r
- MOV SI, bmpOffset ; go to the bmp pixel\r
- ROW_LOOP:\r
- MOV CX, width ; count the columns\r
- SCAN_LOOP:\r
- MOVSB ; copy the pixel\r
- SUB CX, 3 ; we skip the next 3\r
- ADD SI, 3 ; skip the bmp pixels\r
- LOOP SCAN_LOOP ; finish the scan\r
-\r
- MOV AX, nextPageRow\r
- ADD DI, AX ; go to the next row on screen\r
- MOV AX, nextBmpRow\r
- ADD SI, AX ; go to the next row on bmp\r
-\r
- DEC rowCounter\r
- JNZ ROW_LOOP ; do all the rows\r
- ;-- end plane painting\r
-\r
- MOV AL, plane ; advance to the next plane\r
- SHL AL, 1 ;\r
- AND AL, 0x0f ; mask the plane properly\r
- MOV plane, AL ; store the plane\r
-\r
- INC bmpOffset ; start bmp at the right spot\r
-\r
- DEC planeCounter\r
- JNZ PLANE_LOOP ; do all 4 planes\r
- }\r
-}\r
-\r
-\r
-void\r
-modexDrawPlanarBuf(page_t *page, int x, int y, planar_buf_t *bmp) {\r
- /* TODO - adapt from test code */\r
- int plane;\r
- for(plane=0; plane < 4; plane++)\r
- {\r
- //fack\r
- }\r
-}\r
-\r
-\r
-void\r
-modexDrawSprite(page_t *page, int x, int y, bitmap_t *bmp) {\r
- /* draw the whole sprite */\r
- modexDrawSpriteRegion(page, x, y, 0, 0, bmp->width, bmp->height, bmp);\r
-}\r
-\r
-void\r
-modexDrawSpriteRegion(page_t *page, int x, int y,\r
- int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
- word poffset = (word)page->data + y*(page->width/4) + x/4;\r
- byte *data = bmp->data;//+bmp->offset;\r
- word bmpOffset = (word) data + ry * bmp->width + rx;\r
- word width = rw;\r
- word height = rh;\r
- byte plane = 1 << ((byte) x & 0x03);\r
- word scanCount = width/4 + (width%4 ? 1 :0);\r
- word nextPageRow = page->width/4 - scanCount;\r
- word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
- byte planeCounter = 4;\r
-\r
- __asm {\r
- MOV AX, SCREEN_SEG ; go to the VGA memory\r
- MOV ES, AX\r
-\r
- MOV DX, SC_INDEX ; point at the map mask register\r
- MOV AL, MAP_MASK ;\r
- OUT DX, AL ;\r
-\r
- PLANE_LOOP:\r
- MOV DX, SC_DATA ; select the current plane\r
- MOV AL, plane ;\r
- OUT DX, AL ;\r
-\r
- ;-- begin plane painting\r
- MOV AX, height ; start the row counter\r
- MOV rowCounter, AX ;\r
- MOV DI, poffset ; go to the first pixel\r
- MOV SI, bmpOffset ; go to the bmp pixel\r
- ROW_LOOP:\r
- MOV CX, width ; count the columns\r
- SCAN_LOOP:\r
- LODSB\r
- DEC SI\r
- CMP AL, 0\r
- JNE DRAW_PIXEL ; draw non-zero pixels\r
-\r
- INC DI ; skip the transparent pixel\r
- ADD SI, 1\r
- JMP NEXT_PIXEL\r
- DRAW_PIXEL:\r
- MOVSB ; copy the pixel\r
- NEXT_PIXEL:\r
- SUB CX, 3 ; we skip the next 3\r
- ADD SI, 3 ; skip the bmp pixels\r
- LOOP SCAN_LOOP ; finish the scan\r
-\r
- MOV AX, nextPageRow\r
- ADD DI, AX ; go to the next row on screen\r
- MOV AX, nextBmpRow\r
- ADD SI, AX ; go to the next row on bmp\r
-\r
- DEC rowCounter\r
- JNZ ROW_LOOP ; do all the rows\r
- ;-- end plane painting\r
-\r
- MOV AL, plane ; advance to the next plane\r
- SHL AL, 1 ;\r
- AND AL, 0x0f ; mask the plane properly\r
- MOV plane, AL ; store the plane\r
-\r
- INC bmpOffset ; start bmp at the right spot\r
-\r
- DEC planeCounter\r
- JNZ PLANE_LOOP ; do all 4 planes\r