From: sparky4 Date: Sun, 17 Apr 2016 20:15:41 +0000 (-0500) Subject: vga_wait_for_vsync(); X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=d02fdeae086d5a80acab6992116690d42d5f1ee5;p=16.git vga_wait_for_vsync(); --- diff --git a/src/drawvrl5.c b/src/drawvrl5.c deleted file mode 100755 index 3e01c145..00000000 --- a/src/drawvrl5.c +++ /dev/null @@ -1,354 +0,0 @@ - -#include -#include /* this is where Open Watcom hides the outp() etc. functions */ -#include -#include -#include -#include -#include -#include -#include - -#include -#include -#include -#include - -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 \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; -} -