From: sparky4 Date: Thu, 23 Jun 2016 17:59:00 +0000 (-0500) Subject: tesuto0 made for understanding doslib fast rendering~ X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=bfd75c3c48e3c4bc6e2f151e1ff69cfe74d3d651;p=16.git tesuto0 made for understanding doslib fast rendering~ --- diff --git a/src/tesuto0.c b/src/tesuto0.c index cde5794e..2f329e7c 100755 --- a/src/tesuto0.c +++ b/src/tesuto0.c @@ -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.