Kart-Public/src/djgppdos/i_video.c

336 lines
8.1 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief hardware and software level, screen and video i/o, refresh,
/// setup ... a big mess. Got to clean that up!
#include <stdlib.h>
#include <unistd.h>
#include <stdarg.h>
#include <sys/time.h>
#include <sys/types.h>
//#include <sys/socket.h>
#include <netinet/in.h>
//#include <errnos.h>
#include <signal.h>
#include <go32.h>
#include <pc.h>
#include <dpmi.h>
#include <dos.h>
#include <sys/nearptr.h>
#include "../doomdef.h"
#include "../i_system.h"
#include "../v_video.h"
#include "../m_argv.h"
#include "vid_vesa.h"
#include "../i_video.h"
//dosstuff -newly added
static unsigned long dascreen;
static int gfx_use_vesa1;
boolean highcolor;
#define SCREENDEPTH 1 // bytes per pixel, do NOT change.
rendermode_t rendermode=render_soft;
//
// I_OsPolling
//
void I_OsPolling(void)
{
I_GetEvent();
//i dont think i have to do anything else here
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit (void)
{
// what is this?
}
//profile stuff ---------------------------------------------------------
//added:16-01-98:wanted to profile the VID_BlitLinearScreen() asm code.
//#define TIMING //uncomment this to enable profiling
#ifdef TIMING
#include "../p5prof.h"
static INT64 mycount;
static INT64 mytotal = 0;
static unsigned long nombre = NEWTICRATE*10;
//static char runtest[10][80];
#endif
//profile stuff ---------------------------------------------------------
//
// I_FinishUpdate
//
static void I_BlitScreenVesa1(void); //see later
void I_FinishUpdate (void)
{
// draw FPS if enabled
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (cv_showping.value && netgame && consoleplayer != serverplayer)
SCR_DisplayLocalPing();
//blast it to the screen
// this code sucks
//memcpy(dascreen,screens[0],screenwidth*screenheight);
//added:03-01-98: I tried to I_WaitVBL(1) here, but it slows down
// the game when the view becomes complicated, it looses ticks
if (cv_vidwait.value)
I_WaitVBL(1);
//added:16-01-98:profile screen blit.
#ifdef TIMING
ProfZeroTimer();
#endif
//added:08-01-98: support vesa1 bank change, without Allegro's BITMAP screen.
if ( gfx_use_vesa1 )
{
I_Error("Banked screen update not finished for dynamic res\n");
I_BlitScreenVesa1(); //blast virtual to physical screen.
}
else
{
//added:16-01-98:use quickie asm routine, last 2 args are
// src and dest rowbytes
// (memcpy is as fast as this one...)
VID_BlitLinearScreen(screens[0], vid.direct,
vid.width*vid.bpp, vid.height,
vid.width*vid.bpp, vid.rowbytes );
}
#ifdef TIMING
RDMSR(0x10,&mycount);
mytotal += mycount; //64bit add
if (nombre--==0)
I_Error("ScreenBlit CPU Spy reports: 0x%d %d\n", *((int *)&mytotal+1),
(int)mytotal );
#endif
}
//
// I_UpdateNoVsync
//
void I_UpdateNoVsync(void)
{
int real_vidwait = cv_vidwait.value;
cv_vidwait.value = 0;
I_FinishUpdate();
cv_vidwait.value = real_vidwait;
}
//
// I_ReadScreen
//
void I_ReadScreen (UINT8 *scr)
{
VID_BlitLinearScreen(screens[0], scr,
vid.width*vid.bpp, vid.height,
vid.width*vid.bpp, vid.rowbytes );
}
void I_SetPalette (RGBA_t *palette)
{
int i;
outportb(0x3c8,0);
for (i=0;i<256;i++,palette++)
{
outportb(0x3c9,palette->s.red>>2);
outportb(0x3c9,palette->s.green>>2);
outportb(0x3c9,palette->s.blue>>2);
}
}
//added 29-12-1997
/*==========================================================================*/
// I_BlastScreen : copy the virtual screen buffer to the physical screen mem
// using bank switching if needed.
/*==========================================================================*/
static void I_BlitScreenVesa1(void)
{
#define VIDBANKSIZE (1<<16)
#define VIDBANKSIZEMASK (VIDBANKSIZE-1) // defines ahoy!
__dpmi_regs r;
UINT8 *p_src;
long i;
long virtualsize;
// virtual screen buffer size
virtualsize = vid.rowbytes * vid.height * SCREENDEPTH;
p_src = screens[0];
for (i=0; virtualsize > 0; i++ )
{
r.x.ax = 0x4f05;
r.x.bx = 0x0;
r.x.cx = 0x0;
r.x.dx = i;
__dpmi_int(0x10,&r); //set bank
M_Memcpy((UINT8 *)dascreen,p_src,(virtualsize < VIDBANKSIZE) ? virtualsize : VIDBANKSIZE );
p_src += VIDBANKSIZE;
virtualsize -= VIDBANKSIZE;
}
}
//added:08-01-98: now we use Allegro's set_gfx_mode, but we want to
// restore the exact text mode that was before.
static INT16 myOldVideoMode;
static inline void I_SaveOldVideoMode(void)
{
__dpmi_regs r;
r.x.ax = 0x4f03; // Return current video mode
__dpmi_int(0x10,&r);
if ( r.x.ax != 0x4f )
myOldVideoMode = -1;
else
myOldVideoMode = r.x.bx;
}
//
// Close the screen, restore previous video mode.
//
void I_ShutdownGraphics (void)
{
__dpmi_regs r;
rendermode = render_none;
if ( !graphics_started )
return;
// free the last video mode screen buffers
if (vid.buffer)
free (vid.buffer);
/* Restore old video mode */
if (myOldVideoMode!=-1)
{
/* Restore old video mode */
r.x.ax = 0x4f02; // Set Super VGA video mode
r.x.bx = myOldVideoMode;
__dpmi_int(0x10,&r);
// Boris: my s3 don't do a cls because "win95" :<
clrscr();
}
else // no vesa put the normal video mode
{
r.x.ax = 0x03;
__dpmi_int(0x10,&r);
}
graphics_started = false;
}
//added:08-01-98:
// Set VESA1 video mode, coz Allegro set_gfx_mode a larger screenwidth...
//
#if 0
int set_vesa1_mode( int width, int height )
{
__dpmi_regs r;
// setup video mode.
r.x.ax = 0x4f02;
if ( ( width==320 )&&( height==200 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x13; // 320x 200x1 (256 colors)
else
if ( ( width==320 )&&( height==240 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x154; // 320x 240x1 (256 colors)
else
if ( ( width==320 )&&( height==400 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x155; // 320x 400x1 (256 colors)
else
if ( ( width==640 )&&( height==400 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x100; // 640x 400x1 (256 colors)
else
if ( ( width==640 )&&( height==480 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x101; // 640x 480x1 (256 colors)
else
if ( ( width==800 )&&( height==600 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x103; // 800x 600x1 (256 colors)
else
if ( ( width==1024)&&( height==768 ) && ( SCREENDEPTH==1 ) )
r.x.bx = 0x105; //1024x 768x1 (256 colors)
else
I_Error("I_SetVesa1Mode: video mode not supported.");
// enter graphics mode.
__dpmi_int(0x10,&r);
if ( r.x.ax != 0x4f )
I_Error("I_SetVesa1Mode: init video mode failed !");
return 0;
}
#endif
//added:08-01-98: now uses Allegro to setup Linear Frame Buffer video modes.
//
// Initialize video mode, setup dynamic screen size variables,
// and allocate screens.
//
void I_StartupGraphics(void)
{
//added:26-01-98: VID_Init() must be done only once,
// use VID_SetMode() to change vid mode while in the game.
if ( graphics_started )
return;
// remember the exact screen mode we were...
I_SaveOldVideoMode();
CONS_Printf("Vid_Init...");
// 0 for 256 color, else use highcolor modes
highcolor = M_CheckParm ("-highcolor");
VID_Init();
//gfx_use_vesa1 = false;
//added:03-01-98: register exit code for graphics
I_AddExitFunc(I_ShutdownGraphics);
graphics_started = true;
}