+++ /dev/null
-
-#include <stdio.h>
-#include <conio.h> /* this is where Open Watcom hides the outp() etc. functions */
-#include <ctype.h>
-#include <stdlib.h>
-#include <unistd.h>
-#include <assert.h>
-#include <fcntl.h>
-#include <math.h>
-#include <dos.h>
-
-#include <hw/cpu/cpu.h>
-#include <hw/dos/dos.h>
-#include <hw/vga/vga.h>
-#include <hw/vga/vrl.h>
-
-static unsigned char palette[768];
-
-int main(int argc,char **argv) {
- struct vrl1_vgax_header *vrl_header;
- vrl1_vgax_offset_t *vrl_lineoffs;
- unsigned char *buffer;
- unsigned int bufsz;
- int fd;
-
- if (argc < 3) {
- fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
- return 1;
- }
-
- fd = open(argv[1],O_RDONLY|O_BINARY);
- if (fd < 0) {
- fprintf(stderr,"Unable to open '%s'\n",argv[1]);
- return 1;
- }
- {
- unsigned long sz = lseek(fd,0,SEEK_END);
- if (sz < sizeof(*vrl_header)) return 1;
- if (sz >= 65535UL) return 1;
-
- bufsz = (unsigned int)sz;
- buffer = malloc(bufsz);
- if (buffer == NULL) return 1;
-
- lseek(fd,0,SEEK_SET);
- if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
-
- vrl_header = (struct vrl1_vgax_header*)buffer;
- if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
- if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
- }
- close(fd);
-
- probe_dos();
- if (!probe_vga()) {
- printf("VGA probe failed\n");
- return 1;
- }
- int10_setmode(19);
- update_state_from_vga();
- vga_enable_256color_modex(); // VGA mode X
- vga_state.vga_width = 320; // VGA lib currently does not update this
- vga_state.vga_height = 200; // VGA lib currently does not update this
-
-#if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
- {
- struct vga_mode_params cm;
-
- vga_read_crtc_mode(&cm);
-
- // 320x240 mode 60Hz
- cm.vertical_total = 525;
- cm.vertical_start_retrace = 0x1EA;
- cm.vertical_end_retrace = 0x1EC;
- cm.vertical_display_end = 480;
- cm.vertical_blank_start = 489;
- cm.vertical_blank_end = 517;
-
- vga_write_crtc_mode(&cm,0);
- }
- vga_state.vga_height = 240; // VGA lib currently does not update this
-#endif
-
- /* load color palette */
- fd = open(argv[2],O_RDONLY|O_BINARY);
- if (fd >= 0) {
- unsigned int i;
-
- read(fd,palette,768);
- close(fd);
-
- vga_palette_lseek(0);
- for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
- }
-
- /* preprocess the sprite to generate line offsets */
- vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
- if (vrl_lineoffs == NULL) return 1;
-
- {
- unsigned int i,j,o;
-
- /* fill screen with a distinctive pattern */
- for (i=0;i < vga_state.vga_width;i++) {
- o = i >> 2;
- vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
- for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
- 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;
- }
- }
-
- /* make distinctive pattern offscreen, render sprite, copy onscreen.
- * this time, we render the distinctive pattern to another offscreen location and just copy.
- * note this version is much faster too! */
- {
- const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
- const unsigned int pattern_ofs = 0x10000UL - (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;
-
- /* fill pattern offset with a distinctive pattern */
- for (i=0;i < vga_state.vga_width;i++) {
- o = (i >> 2) + pattern_ofs;
- vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
- for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
- vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
- }
-
- /* 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;
-
- /* block copy pattern to where we will draw the sprite */
- vga_setup_wm1_block_copy();
- o2 = offscreen_ofs;
- o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
- for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) 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();
-
- /* 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;
-
- /* 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;
- }
- }
-
- /* another handy "demo" effect using VGA write mode 1.
- * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
- {
- unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
- unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
- unsigned int display_ofs = 0x0000;
- unsigned int i,y,soh,doh,dstart;
- unsigned int dh_blankfill = 8;
- unsigned int dh_step = 8;
- uint32_t sh,dh,yf,ystep;
-
- /* copy active display (0) to offscreen buffer (0x4000) */
- vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
- vga_setup_wm1_block_copy();
- vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
- vga_restore_rm0wm0();
-
- /* need a blank line as well */
- for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
-
- sh = dh = vga_state.vga_height;
- while (dh >= dh_step) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
-
- /* wait for vsync end */
- vga_wait_for_vsync_end();
-
- /* what scalefactor to use for stretching? */
- ystep = (0x10000UL * sh) / dh;
- dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
- doh = display_ofs;
- soh = copy_ofs;
- yf = 0;
- y = 0;
-
- /* for performance, keep VGA in write mode 1 the entire render */
- vga_setup_wm1_block_copy();
-
- /* blank lines */
- if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
- else y = 0;
- doh = vga_state.vga_stride * y;
-
- while (y < dstart) {
- vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
- doh += vga_state.vga_stride;
- y++;
- }
-
- /* draw */
- while (y < (dh+dstart)) {
- soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
- vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
- doh += vga_state.vga_stride;
- yf += ystep;
- y++;
- }
-
- /* blank lines */
- while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
- vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
- doh += vga_state.vga_stride;
- y++;
- }
-
- /* done */
- vga_restore_rm0wm0();
-
- /* wait for vsync */
- vga_wait_for_vsync();
-
- /* make it shrink */
- dh -= dh_step;
- if (dh < 40) dh_step = 1;
- }
- }
-
- int10_setmode(3);
- free(vrl_lineoffs);
- buffer = NULL;
- free(buffer);
- bufsz = 0;
- return 0;
-}
-