]> 4ch.mooo.com Git - 16.git/commitdiff
tesuto0 made for understanding doslib fast rendering~
authorsparky4 <sparky4@cock.li>
Thu, 23 Jun 2016 17:59:00 +0000 (12:59 -0500)
committersparky4 <sparky4@cock.li>
Thu, 23 Jun 2016 17:59:00 +0000 (12:59 -0500)
src/tesuto0.c

index cde5794e399e0a8836670884a3ef95c048515f78..2f329e7c6d669bd237dfe009165a7cf28911b77d 100755 (executable)
@@ -30,8 +30,6 @@ int main(int argc,char **argv) {
                if(argv[1]) bakapee1 = argv[1];
                if(argv[2]) bakapee2 = argv[2];
        }
-       printf("1=%s    2=%s\n", bakapee1, bakapee2);
-       while (getch() != 13);
 
        fd = open(bakapee1,O_RDONLY|O_BINARY);
        if (fd < 0) {
@@ -113,79 +111,8 @@ int main(int argc,char **argv) {
                                vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
                }
        }
-       //while (getch() != 13);
 
-       /* make distinctive pattern offscreen, render sprite, copy onscreen */
-       {
-               const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
-               unsigned int i,j,o,o2,x,y,rx,ry,w,h;
-               unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
-                                               // if the sprite's edge pixels are clear anyway, you can set this to 0.
-               VGA_RAM_PTR omemptr;
-               int xdir=1,ydir=1;
-
-               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
-               x = 0;
-               y = 0;
-
-               /* do it */
-               omemptr = vga_state.vga_graphics_ram; // save original mem ptr
-               //while (1) {
-                       /* stop animating if the user hits ENTER */
-               //      if (kbhit()) {
-               //              if (getch() == 13) break;
-               //      }
-
-                       /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
-                       if (x >= overdraw) rx = (x - overdraw) & (~3);
-                       else rx = 0;
-                       if (y >= overdraw) ry = (y - overdraw);
-                       else ry = 0;
-                       h = vrl_header->height + overdraw + y - ry;
-                       w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
-                       if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
-                       if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
-
-                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
-                       vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
-                       vga_state.vga_draw_stride = w >> 2;
-                       vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
-
-                       /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
-                        * also note we don't have to use the same stride as the display! */
-                       for (i=rx;i < (rx+w);i++) {
-                               o = (i-rx) >> 2;
-                               vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
-                               for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
-                                       vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
-                       }
-
-                       /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
-                       draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-
-                       /* restore ptr */
-                       vga_state.vga_graphics_ram = omemptr;
-
-                       /* block copy to visible RAM from offscreen */
-                       vga_setup_wm1_block_copy();
-                       o = offscreen_ofs; // source offscreen
-                       o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
-                       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);
-                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
-                       vga_restore_rm0wm0();
-
-                       /* restore stride */
-                       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
-
-                       /* step */
-                       x += xdir;
-                       y += ydir;
-                       if (x >= (vga_state.vga_width - 1) || x == 0)
-                               xdir = -xdir;
-                       if (y >= (vga_state.vga_height - 1) || y == 0)
-                               ydir = -ydir;
-               //}
-       }
+       //draw_vrl1_vgax_modex(0/*x-rx*/,0/*y-ry*/,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
 
        /* make distinctive pattern offscreen, render sprite, copy onscreen.
         * this time, we render the distinctive pattern to another offscreen location and just copy.