}\r
}\r
\r
+//TODO! ADD CLIPPING!!\r
+//memory management needs to be added\r
+//void\r
+//modexDrawBmpRegion (page_t *page, int x, int y, int rx, int ry, int rw, int rh, bitmap_t *bmp)\r
+void modexDrawPBufRegion (page_t *page, int x, int y, int rx, int ry, int rw, int rh, planar_buf_t *p, boolean sprite)\r
+{\r
+ int plane;\r
+ int px, py, i;\r
+ px=x;\r
+ py=y;\r
+ for(plane=0; plane < 4; plane++) {\r
+ i=(rx/4)+((rx/4)*ry);\r
+ modexSelectPlane(PLANE(plane+x));\r
+ for(; y < py+rh; y++) {\r
+ //for(px=0; px < p->width; px++) {\r
+ //printf("%02X ", (int) p->plane[plane][i++]);\r
+// _fmemcpy(buff, &(p->plane[plane][i+=p->pwidth]), p->pwidth);\r
+// printf("buff %u==%s\n", y, *buff);\r
+ _fmemcpy(page->data + (((page->width/4) * (y+page->dy)) + ((x+page->dx) / 4)), &(p->plane[plane][i+=rw]), rw/4);\r
+ //}\r
+ }\r
+ x=px;\r
+ y=py;\r
+ }\r
+}\r
+\r
+\r
+/*temp*/\r
void\r
-DrawPBuf(page_t *page, int x, int y, planar_buf_t *p, byte sprite)\r
+DrawPBuf(page_t *page, int x, int y, planar_buf_t *p, boolean sprite)\r
{\r
int plane;\r
int px, py, i;\r
- byte *buff;\r
-\r
+// byte near *buff;\r
px=x;\r
py=y;\r
- buff = _fmalloc(p->pwidth+1);\r
+// buff = _nmalloc(p->pwidth+1);\r
// TODO Make this fast. It's SLOOOOOOW\r
// for(plane=0; plane < 4; plane++) {\r
// i=0;\r
for(plane=0; plane < 4; plane++) {\r
i=0;\r
modexSelectPlane(PLANE(plane+x));\r
- for(; y < p->height-1; y++) {\r
+ for(; y < py+p->height; y++) {\r
//for(px=0; px < p->width; px++) {\r
//printf("%02X ", (int) p->plane[plane][i++]);\r
- _fstrncpy(buff, &(p->plane[plane][i+=p->pwidth]), p->pwidth);\r
+// _fmemcpy(buff, &(p->plane[plane][i+=p->pwidth]), p->pwidth);\r
// printf("buff %u==%s\n", y, *buff);\r
- _fstrncpy(page->data + (((page->width/4) * (y+page->dy)) + ((x+page->dx) / 4)), buff, p->pwidth);\r
+// _fmemcpy(page->data + (((page->width/4) * (y+page->dy)) + ((x+page->dx) / 4)), buff, p->pwidth);\r
+ _fmemcpy(page->data + (((page->width/4) * (y+page->dy)) + ((x+page->dx) / 4)), &(p->plane[plane][i+=p->pwidth]), p->pwidth);\r
//}\r
}\r
- //getch();\r
x=px;\r
y=py;\r
}\r
- _ffree(buff);\r
+// _nfree(buff);\r
}\r
\r
void\r
}\r
}\r
\r
-void\r
-CDrawBmp(byte far* vgamem, page_t* page, int x, int y, bitmap_t *bmp, byte sprite)\r
-{\r
- byte plane;\r
- word px, py;\r
- word offset=0;\r
-\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
- //modexputPixel(page, x+px, y+py, bmp->data[offset]);\r
- vgamem[PAGE_OFFSET(x+px, y+py)] = bmp->data[offset];\r
- offset+=bmp->width;\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
}\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
- }\r
-}//backup!*/\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 huge *data = bmp->data;//+bmp->offset;\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
word addr = (word) l;\r
word chw=0;\r
byte c;\r
+ //byte near *bakapee;\r
\r
switch(t)\r
{\r
DEC CX\r
JNZ L1\r
}\r
-\r
+ //bakapee = _nmalloc(sizeof(byte)*8);\r
+//TODO: OPTIMIZE THIS!!!!\r
for(i=0; i<w; i++)\r
{\r
+ /*modexSelectPlane(PLANE(x));\r
+ j=1<<8;\r
+ *bakapee=(l[i] & j ? col:bgcol);\r
+ _fmemcpy(page->data + (((page->width/4) * (y+page->dy+i)) + ((x+page->dx+chw) / 4)), bakapee, 8);*/\r
j=1<<8;\r
xp=0;\r
while(j)\r
}\r
chw += xp;\r
}\r
+ //_nfree(bakapee);\r
}\r
\r
void modexprintbig(page_t *page, word x, word y, word t, word col, word bgcol, const byte *str)\r