dc4edce04f
See the manpage vgl.3 for more info. A little example will follow shortly.
358 lines
9.0 KiB
C
358 lines
9.0 KiB
C
/*-
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* Copyright (c) 1991-1997 Søren Schmidt
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer
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* in this position and unchanged.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software withough specific prior written permission
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* $Id: simple.c,v 1.8 1997/08/15 12:32:59 sos Exp $
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*/
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#include <signal.h>
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#include <machine/console.h>
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#include "vgl.h"
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static byte VGLSavePaletteRed[256];
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static byte VGLSavePaletteGreen[256];
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static byte VGLSavePaletteBlue[256];
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#define ABS(a) (((a)<0) ? -(a) : (a))
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#define SGN(a) (((a)<0) ? -1 : 1)
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void
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VGLSetXY(VGLBitmap *object, int x, int y, byte color)
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{
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VGLCheckSwitch();
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if (x>=0 && x<object->Xsize && y>=0 && y<object->Ysize) {
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if (!VGLMouseFreeze(x, y, 1, 1, color)) {
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switch (object->Type) {
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case MEMBUF:
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case VIDBUF8:
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object->Bitmap[y*object->Xsize+x]=(color);
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break;
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case VIDBUF8X:
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outb(0x3c4, 0x02);
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outb(0x3c5, 0x01 << (x&0x3));
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object->Bitmap[(unsigned)(object->Xsize/2*y)+(x/4)] = (color);
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break;
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case VIDBUF4:
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outb(0x3c4, 0x02); outb(0x3c5, 0x01);
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outb(0x3ce, 0x04); outb(0x3cf, 0x00);
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object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
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( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
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| ((color & 0x01) ? (0x80>>(x%8)) : 0);
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outb(0x3c4, 0x02); outb(0x3c5, 0x02);
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outb(0x3ce, 0x04); outb(0x3cf, 0x01);
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object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
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( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
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| ((color & 0x02) ? (0x80>>(x%8)) : 0);
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outb(0x3c4, 0x02); outb(0x3c5, 0x04);
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outb(0x3ce, 0x04); outb(0x3cf, 0x02);
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object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
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( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
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| ((color & 0x04) ? (0x80>>(x%8)) : 0);
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outb(0x3c4, 0x02); outb(0x3c5, 0x08);
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outb(0x3ce, 0x04); outb(0x3cf, 0x03);
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object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
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( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
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| ((color & 0x08) ? (0x80>>(x%8)) : 0);
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}
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}
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VGLMouseUnFreeze();
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}
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}
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byte
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VGLGetXY(VGLBitmap *object, int x, int y)
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{
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VGLCheckSwitch();
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switch (object->Type) {
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case MEMBUF:
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case VIDBUF8:
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return object->Bitmap[((y*object->Xsize)+x)];
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break;
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case VIDBUF8X:
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outb(0x3ce, 0x04); outb(0x3cf, x & 0x3);
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return object->Bitmap[(unsigned)(object->Xsize/4*y)+(x/4)];
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break;
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case VIDBUF4:
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return (object->Bitmap[((y*object->Xsize/8)+x/8)]&(0x80>>(x%8))) ? 1 : 0;
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break;
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}
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return 0;
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}
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void
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VGLLine(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
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{
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int d, x, y, ax, ay, sx, sy, dx, dy;
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dx = x2-x1; ax = ABS(dx)<<1; sx = SGN(dx); x = x1;
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dy = y2-y1; ay = ABS(dy)<<1; sy = SGN(dy); y = y1;
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if (ax>ay) { /* x dominant */
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d = ay-(ax>>1);
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for (;;) {
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VGLSetXY(object, x, y, color);
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if (x==x2)
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break;
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if (d>=0) {
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y += sy; d -= ax;
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}
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x += sx; d += ay;
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}
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}
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else { /* y dominant */
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d = ax-(ay>>1);
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for (;;) {
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VGLSetXY(object, x, y, color);
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if (y==y2)
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break;
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if (d>=0) {
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x += sx; d -= ay;
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}
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y += sy; d += ax;
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}
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}
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}
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void
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VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
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{
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VGLLine(object, x1, y1, x2, y1, color);
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VGLLine(object, x2, y1, x2, y2, color);
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VGLLine(object, x2, y2, x1, y2, color);
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VGLLine(object, x1, y2, x1, y1, color);
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}
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void
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VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
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{
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int y;
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for (y=y1; y<=y2; y++) VGLLine(object, x1, y, x2, y, color);
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}
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void
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inline set4pixels(VGLBitmap *object, int x, int y, int xc, int yc, byte color)
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{
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if (x!=0) {
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VGLSetXY(object, xc+x, yc+y, color);
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VGLSetXY(object, xc-x, yc+y, color);
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if (y!=0) {
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VGLSetXY(object, xc+x, yc-y, color);
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VGLSetXY(object, xc-x, yc-y, color);
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}
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}
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else {
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VGLSetXY(object, xc, yc+y, color);
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if (y!=0)
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VGLSetXY(object, xc, yc-y, color);
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}
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}
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void
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VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b, byte color)
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{
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int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
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int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
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while (dx<dy) {
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set4pixels(object, x, y, xc, yc, color);
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if (d>0) {
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y--; dy-=asq2; d-=dy;
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}
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x++; dx+=bsq2; d+=bsq+dx;
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}
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d+=(3*(asq-bsq)/2-(dx+dy))/2;
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while (y>=0) {
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set4pixels(object, x, y, xc, yc, color);
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if (d<0) {
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x++; dx+=bsq2; d+=dx;
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}
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y--; dy-=asq2; d+=asq-dy;
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}
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}
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void
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inline set2lines(VGLBitmap *object, int x, int y, int xc, int yc, byte color)
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{
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if (x!=0) {
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VGLLine(object, xc+x, yc+y, xc-x, yc+y, color);
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if (y!=0)
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VGLLine(object, xc+x, yc-y, xc-x, yc-y, color);
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}
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else {
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VGLLine(object, xc, yc+y, xc, yc-y, color);
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}
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}
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void
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VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b, byte color)
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{
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int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
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int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
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while (dx<dy) {
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set2lines(object, x, y, xc, yc, color);
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if (d>0) {
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y--; dy-=asq2; d-=dy;
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}
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x++; dx+=bsq2; d+=bsq+dx;
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}
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d+=(3*(asq-bsq)/2-(dx+dy))/2;
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while (y>=0) {
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set2lines(object, x, y, xc, yc, color);
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if (d<0) {
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x++; dx+=bsq2; d+=dx;
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}
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y--; dy-=asq2; d+=asq-dy;
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}
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}
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void
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VGLClear(VGLBitmap *object, byte color)
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{
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VGLCheckSwitch();
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VGLMouseFreeze(0, 0, object->Xsize, object->Ysize, color);
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switch (object->Type) {
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case MEMBUF:
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case VIDBUF8:
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memset(object->Bitmap, color, object->Xsize*object->Ysize);
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break;
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case VIDBUF8X:
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/* XXX works only for Xsize % 4 = 0 */
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outb(0x3c4, 0x02); outb(0x3c5, 0x0f);
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memset(object->Bitmap, color, object->Xsize*object->Ysize/4);
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break;
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case VIDBUF4:
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/* XXX works only for Xsize % 8 = 0 */
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memset(object->Bitmap, color, object->Xsize/8*object->Ysize);
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break;
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}
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VGLMouseUnFreeze();
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}
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void
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VGLRestorePalette()
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{
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int i;
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outb(0x3C6, 0xFF);
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inb(0x3DA);
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outb(0x3C8, 0x00);
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for (i=0; i<256; i++) {
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outb(0x3C9, VGLSavePaletteRed[i]);
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inb(0x84);
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outb(0x3C9, VGLSavePaletteGreen[i]);
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inb(0x84);
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outb(0x3C9, VGLSavePaletteBlue[i]);
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inb(0x84);
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}
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inb(0x3DA);
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outb(0x3C0, 0x20);
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}
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void
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VGLSavePalette()
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{
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int i;
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outb(0x3C6, 0xFF);
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inb(0x3DA);
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outb(0x3C7, 0x00);
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for (i=0; i<256; i++) {
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VGLSavePaletteRed[i] = inb(0x3C9);
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inb(0x84);
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VGLSavePaletteGreen[i] = inb(0x3C9);
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inb(0x84);
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VGLSavePaletteBlue[i] = inb(0x3C9);
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inb(0x84);
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}
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inb(0x3DA);
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outb(0x3C0, 0x20);
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}
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void
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VGLSetPalette(byte *red, byte *green, byte *blue)
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{
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int i;
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for (i=0; i<256; i++) {
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VGLSavePaletteRed[i] = red[i];
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VGLSavePaletteGreen[i] = green[i];
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VGLSavePaletteBlue[i] = blue[i];
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}
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VGLCheckSwitch();
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outb(0x3C6, 0xFF);
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inb(0x3DA);
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outb(0x3C8, 0x00);
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for (i=0; i<256; i++) {
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outb(0x3C9, VGLSavePaletteRed[i]);
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inb(0x84);
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outb(0x3C9, VGLSavePaletteGreen[i]);
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inb(0x84);
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outb(0x3C9, VGLSavePaletteBlue[i]);
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inb(0x84);
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}
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inb(0x3DA);
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outb(0x3C0, 0x20);
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}
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void
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VGLSetPaletteIndex(byte color, byte red, byte green, byte blue)
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{
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VGLSavePaletteRed[color] = red;
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VGLSavePaletteGreen[color] = green;
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VGLSavePaletteBlue[color] = blue;
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VGLCheckSwitch();
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outb(0x3C6, 0xFF);
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inb(0x3DA);
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outb(0x3C8, color);
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outb(0x3C9, red); outb(0x3C9, green); outb(0x3C9, blue);
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inb(0x3DA);
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outb(0x3C0, 0x20);
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}
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void
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VGLSetBorder(byte color)
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{
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VGLCheckSwitch();
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inb(0x3DA);
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outb(0x3C0,0x11); outb(0x3C0, color);
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inb(0x3DA);
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outb(0x3C0, 0x20);
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}
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void
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VGLBlankDisplay(int blank)
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{
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byte val;
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VGLCheckSwitch();
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outb(0x3C4, 0x01); val = inb(0x3C5); outb(0x3C4, 0x01);
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outb(0x3C5, ((blank) ? (val |= 0x20) : (val &= 0xDF)));
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}
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