From: sparky4 Date: Thu, 23 Jun 2016 17:36:02 +0000 (-0500) Subject: tesuto0 made for understanding doslib fast rendering~ X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=dc284c7cd5be977f603e53e7d7256feae9b3809d;p=16.git tesuto0 made for understanding doslib fast rendering~ --- diff --git a/src/tesuto0.c b/src/tesuto0.c index 3b19cc1d..cde5794e 100755 --- a/src/tesuto0.c +++ b/src/tesuto0.c @@ -115,77 +115,77 @@ int main(int argc,char **argv) { } //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 */ + { + 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.