]> 4ch.mooo.com Git - 16.git/commitdiff
tesuto fix
authorsparky4 <sparky4@cock.li>
Fri, 25 Mar 2016 02:21:13 +0000 (21:21 -0500)
committersparky4 <sparky4@cock.li>
Fri, 25 Mar 2016 02:21:13 +0000 (21:21 -0500)
makefile
src/drawvrl5.c [new file with mode: 0755]

index 0cd2c1154b3336b7bf135e4bc5f55c6bcf94d9af..1f4a3e5055d5214f265ed4e55bb6a05664dc8b49 100755 (executable)
--- a/makefile
+++ b/makefile
@@ -88,7 +88,7 @@ DOSLIBLIBS=$(DOSLIBDIR)/hw/cpu/dos86h/cpu.lib $(DOSLIBDIR)/hw/dos/dos86h/dos.lib
 TESTEXEC = exmmtest.exe test.exe pcxtest.exe pcxtest2.exe test2.exe palettec.exe maptest.exe fmemtest.exe fonttest.exe fontgfx.exe scroll.exe vgmtest.exe inputest.exe palettel.exe planrpcx.exe
 # tsthimem.exe
 #testemm.exe testemm0.exe fonttes0.exe miditest.exe sega.exe sountest.exe
-EXEC = 16.exe bakapi.exe $(TESTEXEC) tesuto.exe
+EXEC = 16.exe bakapi.exe $(TESTEXEC) tesuto.exe drawvrl5.exe
 
 all: $(EXEC)
 
@@ -119,6 +119,11 @@ tesuto.exe: tesuto.$(OBJ) $(DOSLIBLIBS) 16_head.$(OBJ) gfx.lib
        wcl $(FLAGS) $(WCLQ) tesuto.$(OBJ) $(DOSLIBLIBS) 16_head.$(OBJ) gfx.lib
 tesuto.$(OBJ): $(SRC)tesuto.c
        wcl $(FLAGS) $(WCLQ) -c $(SRC)tesuto.c
+
+drawvrl5.exe: drawvrl5.$(OBJ) $(DOSLIBLIBS)
+       wcl $(FLAGS) $(WCLQ) drawvrl5.$(OBJ) $(DOSLIBLIBS)
+drawvrl5.$(OBJ): $(SRC)drawvrl5.c
+       wcl $(FLAGS) $(WCLQ) -c $(SRC)drawvrl5.c
 #tesuto.exe: tesuto.$(OBJ)
 #      wcl $(WCLQ) -mh -d2 tesuto.$(OBJ)
 #tesuto.$(OBJ): $(SRC)tesuto.c
diff --git a/src/drawvrl5.c b/src/drawvrl5.c
new file mode 100755 (executable)
index 0000000..3e01c14
--- /dev/null
@@ -0,0 +1,354 @@
+
+#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;
+}
+