1
0
mirror of https://git.FreeBSD.org/src.git synced 2024-12-26 11:47:31 +00:00
freebsd/lib/libvgl/simple.c

673 lines
18 KiB
C

/*-
* Copyright (c) 1991-1997 Søren Schmidt
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer
* in this position and unchanged.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <sys/cdefs.h>
__FBSDID("$FreeBSD$");
#include <signal.h>
#include <sys/fbio.h>
#include "vgl.h"
static byte VGLSavePaletteRed[256];
static byte VGLSavePaletteGreen[256];
static byte VGLSavePaletteBlue[256];
#define ABS(a) (((a)<0) ? -(a) : (a))
#define SGN(a) (((a)<0) ? -1 : 1)
#define min(x, y) (((x) < (y)) ? (x) : (y))
#define max(x, y) (((x) > (y)) ? (x) : (y))
static void
color2mem(u_long color, byte *b, int len)
{
switch (len) {
case 4:
b[3] = (color >> 24) & 0xff;
/* fallthrough */
case 3:
b[2] = (color >> 16) & 0xff;
/* fallthrough */
case 2:
b[1] = (color >> 8) & 0xff;
/* fallthrough */
case 1:
default:
b[0] = color & 0xff;
break;
}
return;
}
static u_long
mem2color(byte *b, int len)
{
u_long color = 0;
switch (len) {
case 4:
color |= (b[3] & 0xff) << 24;
/* fallthrough */
case 3:
color |= (b[2] & 0xff) << 16;
/* fallthrough */
case 2:
color |= (b[1] & 0xff) << 8;
/* fallthrough */
case 1:
default:
color |= (b[0] & 0xff);
break;
}
return color;
}
void
VGLSetXY(VGLBitmap *object, int x, int y, u_long color)
{
int offset;
byte b[4];
VGLCheckSwitch();
if (x>=0 && x<object->VXsize && y>=0 && y<object->VYsize) {
if (!VGLMouseFreeze(x, y, 1, 1, color)) {
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
object->Bitmap[y*object->VXsize+x]=((byte)color);
break;
case VIDBUF8S:
object->Bitmap[VGLSetSegment(y*object->VXsize+x)]=((byte)color);
break;
case VIDBUF16:
case VIDBUF24:
case VIDBUF32:
color2mem(color, b, object->PixelBytes);
bcopy(b, &object->Bitmap[(y*object->VXsize+x) * object->PixelBytes],
object->PixelBytes);
break;
case VIDBUF16S:
case VIDBUF24S:
case VIDBUF32S:
color2mem(color, b, object->PixelBytes);
offset = VGLSetSegment((y*object->VXsize+x) * object->PixelBytes);
bcopy(b, &object->Bitmap[offset], object->PixelBytes);
break;
case VIDBUF8X:
outb(0x3c4, 0x02);
outb(0x3c5, 0x01 << (x&0x3));
object->Bitmap[(unsigned)(VGLAdpInfo.va_line_width*y)+(x/4)] = ((byte)color);
break;
case VIDBUF4S:
offset = VGLSetSegment(y*VGLAdpInfo.va_line_width + x/8);
goto set_planar;
case VIDBUF4:
offset = y*VGLAdpInfo.va_line_width + x/8;
set_planar:
outb(0x3c4, 0x02); outb(0x3c5, 0x0f);
outb(0x3ce, 0x00); outb(0x3cf, (byte)color & 0x0f); /* set/reset */
outb(0x3ce, 0x01); outb(0x3cf, 0x0f); /* set/reset enable */
outb(0x3ce, 0x08); outb(0x3cf, 0x80 >> (x%8)); /* bit mask */
object->Bitmap[offset] |= (byte)color;
}
}
VGLMouseUnFreeze();
}
}
u_long
VGLGetXY(VGLBitmap *object, int x, int y)
{
int offset;
byte b[4];
#if 0
int i;
u_long color;
byte mask;
#endif
VGLCheckSwitch();
if (x<0 || x>=object->VXsize || y<0 || y>=object->VYsize)
return 0;
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
return object->Bitmap[((y*object->VXsize)+x)];
case VIDBUF8S:
return object->Bitmap[VGLSetSegment(y*object->VXsize+x)];
case VIDBUF16:
case VIDBUF24:
case VIDBUF32:
bcopy(&object->Bitmap[(y*object->VXsize+x) * object->PixelBytes],
b, object->PixelBytes);
return (mem2color(b, object->PixelBytes));
case VIDBUF16S:
case VIDBUF24S:
case VIDBUF32S:
offset = VGLSetSegment((y*object->VXsize+x) * object->PixelBytes);
bcopy(&object->Bitmap[offset], b, object->PixelBytes);
return (mem2color(b, object->PixelBytes));
case VIDBUF8X:
outb(0x3ce, 0x04); outb(0x3cf, x & 0x3);
return object->Bitmap[(unsigned)(VGLAdpInfo.va_line_width*y)+(x/4)];
case VIDBUF4S:
offset = VGLSetSegment(y*VGLAdpInfo.va_line_width + x/8);
goto get_planar;
case VIDBUF4:
offset = y*VGLAdpInfo.va_line_width + x/8;
get_planar:
#if 1
return (object->Bitmap[offset]&(0x80>>(x%8))) ? 1 : 0; /* XXX */
#else
color = 0;
mask = 0x80 >> (x%8);
for (i = 0; i < VGLModeInfo.vi_planes; i++) {
outb(0x3ce, 0x04); outb(0x3cf, i);
color |= (object->Bitmap[offset] & mask) ? (1 << i) : 0;
}
return color;
#endif
}
return 0; /* XXX black? */
}
/*
* Symmetric Double Step Line Algorithm by Brian Wyvill from
* "Graphics Gems", Academic Press, 1990.
*/
#define SL_SWAP(a,b) {a^=b; b^=a; a^=b;}
#define SL_ABSOLUTE(i,j,k) ( (i-j)*(k = ( (i-j)<0 ? -1 : 1)))
void
plot(VGLBitmap * object, int x, int y, int flag, byte color)
{
/* non-zero flag indicates the pixels need swapping back. */
if (flag)
VGLSetXY(object, y, x, color);
else
VGLSetXY(object, x, y, color);
}
void
VGLLine(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color)
{
int dx, dy, incr1, incr2, D, x, y, xend, c, pixels_left;
int sign_x, sign_y, step, reverse, i;
dx = SL_ABSOLUTE(x2, x1, sign_x);
dy = SL_ABSOLUTE(y2, y1, sign_y);
/* decide increment sign by the slope sign */
if (sign_x == sign_y)
step = 1;
else
step = -1;
if (dy > dx) { /* chooses axis of greatest movement (make dx) */
SL_SWAP(x1, y1);
SL_SWAP(x2, y2);
SL_SWAP(dx, dy);
reverse = 1;
} else
reverse = 0;
/* note error check for dx==0 should be included here */
if (x1 > x2) { /* start from the smaller coordinate */
x = x2;
y = y2;
/* x1 = x1;
y1 = y1; */
} else {
x = x1;
y = y1;
x1 = x2;
y1 = y2;
}
/* Note dx=n implies 0 - n or (dx+1) pixels to be set */
/* Go round loop dx/4 times then plot last 0,1,2 or 3 pixels */
/* In fact (dx-1)/4 as 2 pixels are already plotted */
xend = (dx - 1) / 4;
pixels_left = (dx - 1) % 4; /* number of pixels left over at the
* end */
plot(object, x, y, reverse, color);
if (pixels_left < 0)
return; /* plot only one pixel for zero length
* vectors */
plot(object, x1, y1, reverse, color); /* plot first two points */
incr2 = 4 * dy - 2 * dx;
if (incr2 < 0) { /* slope less than 1/2 */
c = 2 * dy;
incr1 = 2 * c;
D = incr1 - dx;
for (i = 0; i < xend; i++) { /* plotting loop */
++x;
--x1;
if (D < 0) {
/* pattern 1 forwards */
plot(object, x, y, reverse, color);
plot(object, ++x, y, reverse, color);
/* pattern 1 backwards */
plot(object, x1, y1, reverse, color);
plot(object, --x1, y1, reverse, color);
D += incr1;
} else {
if (D < c) {
/* pattern 2 forwards */
plot(object, x, y, reverse, color);
plot(object, ++x, y += step, reverse,
color);
/* pattern 2 backwards */
plot(object, x1, y1, reverse, color);
plot(object, --x1, y1 -= step, reverse,
color);
} else {
/* pattern 3 forwards */
plot(object, x, y += step, reverse, color);
plot(object, ++x, y, reverse, color);
/* pattern 3 backwards */
plot(object, x1, y1 -= step, reverse,
color);
plot(object, --x1, y1, reverse, color);
}
D += incr2;
}
} /* end for */
/* plot last pattern */
if (pixels_left) {
if (D < 0) {
plot(object, ++x, y, reverse, color); /* pattern 1 */
if (pixels_left > 1)
plot(object, ++x, y, reverse, color);
if (pixels_left > 2)
plot(object, --x1, y1, reverse, color);
} else {
if (D < c) {
plot(object, ++x, y, reverse, color); /* pattern 2 */
if (pixels_left > 1)
plot(object, ++x, y += step, reverse, color);
if (pixels_left > 2)
plot(object, --x1, y1, reverse, color);
} else {
/* pattern 3 */
plot(object, ++x, y += step, reverse, color);
if (pixels_left > 1)
plot(object, ++x, y, reverse, color);
if (pixels_left > 2)
plot(object, --x1, y1 -= step, reverse, color);
}
}
} /* end if pixels_left */
}
/* end slope < 1/2 */
else { /* slope greater than 1/2 */
c = 2 * (dy - dx);
incr1 = 2 * c;
D = incr1 + dx;
for (i = 0; i < xend; i++) {
++x;
--x1;
if (D > 0) {
/* pattern 4 forwards */
plot(object, x, y += step, reverse, color);
plot(object, ++x, y += step, reverse, color);
/* pattern 4 backwards */
plot(object, x1, y1 -= step, reverse, color);
plot(object, --x1, y1 -= step, reverse, color);
D += incr1;
} else {
if (D < c) {
/* pattern 2 forwards */
plot(object, x, y, reverse, color);
plot(object, ++x, y += step, reverse,
color);
/* pattern 2 backwards */
plot(object, x1, y1, reverse, color);
plot(object, --x1, y1 -= step, reverse,
color);
} else {
/* pattern 3 forwards */
plot(object, x, y += step, reverse, color);
plot(object, ++x, y, reverse, color);
/* pattern 3 backwards */
plot(object, x1, y1 -= step, reverse, color);
plot(object, --x1, y1, reverse, color);
}
D += incr2;
}
} /* end for */
/* plot last pattern */
if (pixels_left) {
if (D > 0) {
plot(object, ++x, y += step, reverse, color); /* pattern 4 */
if (pixels_left > 1)
plot(object, ++x, y += step, reverse,
color);
if (pixels_left > 2)
plot(object, --x1, y1 -= step, reverse,
color);
} else {
if (D < c) {
plot(object, ++x, y, reverse, color); /* pattern 2 */
if (pixels_left > 1)
plot(object, ++x, y += step, reverse, color);
if (pixels_left > 2)
plot(object, --x1, y1, reverse, color);
} else {
/* pattern 3 */
plot(object, ++x, y += step, reverse, color);
if (pixels_left > 1)
plot(object, ++x, y, reverse, color);
if (pixels_left > 2) {
if (D > c) /* step 3 */
plot(object, --x1, y1 -= step, reverse, color);
else /* step 2 */
plot(object, --x1, y1, reverse, color);
}
}
}
}
}
}
void
VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color)
{
VGLLine(object, x1, y1, x2, y1, color);
VGLLine(object, x2, y1, x2, y2, color);
VGLLine(object, x2, y2, x1, y2, color);
VGLLine(object, x1, y2, x1, y1, color);
}
void
VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color)
{
int y;
for (y=y1; y<=y2; y++) VGLLine(object, x1, y, x2, y, color);
}
static inline void
set4pixels(VGLBitmap *object, int x, int y, int xc, int yc, u_long color)
{
if (x!=0) {
VGLSetXY(object, xc+x, yc+y, color);
VGLSetXY(object, xc-x, yc+y, color);
if (y!=0) {
VGLSetXY(object, xc+x, yc-y, color);
VGLSetXY(object, xc-x, yc-y, color);
}
}
else {
VGLSetXY(object, xc, yc+y, color);
if (y!=0)
VGLSetXY(object, xc, yc-y, color);
}
}
void
VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color)
{
int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
while (dx<dy) {
set4pixels(object, x, y, xc, yc, color);
if (d>0) {
y--; dy-=asq2; d-=dy;
}
x++; dx+=bsq2; d+=bsq+dx;
}
d+=(3*(asq-bsq)/2-(dx+dy))/2;
while (y>=0) {
set4pixels(object, x, y, xc, yc, color);
if (d<0) {
x++; dx+=bsq2; d+=dx;
}
y--; dy-=asq2; d+=asq-dy;
}
}
static inline void
set2lines(VGLBitmap *object, int x, int y, int xc, int yc, u_long color)
{
if (x!=0) {
VGLLine(object, xc+x, yc+y, xc-x, yc+y, color);
if (y!=0)
VGLLine(object, xc+x, yc-y, xc-x, yc-y, color);
}
else {
VGLLine(object, xc, yc+y, xc, yc-y, color);
}
}
void
VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color)
{
int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
while (dx<dy) {
set2lines(object, x, y, xc, yc, color);
if (d>0) {
y--; dy-=asq2; d-=dy;
}
x++; dx+=bsq2; d+=bsq+dx;
}
d+=(3*(asq-bsq)/2-(dx+dy))/2;
while (y>=0) {
set2lines(object, x, y, xc, yc, color);
if (d<0) {
x++; dx+=bsq2; d+=dx;
}
y--; dy-=asq2; d+=asq-dy;
}
}
void
VGLClear(VGLBitmap *object, u_long color)
{
int offset;
int len;
int i, total = 0;
byte b[4];
VGLCheckSwitch();
VGLMouseFreeze(0, 0, object->Xsize, object->Ysize, color); /* XXX */
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
memset(object->Bitmap, (byte)color, object->VXsize*object->VYsize);
break;
case VIDBUF8S:
for (offset = 0; offset < object->VXsize*object->VYsize; ) {
VGLSetSegment(offset);
len = min(object->VXsize*object->VYsize - offset,
VGLAdpInfo.va_window_size);
memset(object->Bitmap, (byte)color, len);
offset += len;
}
break;
case VIDBUF16:
case VIDBUF24:
case VIDBUF32:
color2mem(color, b, object->PixelBytes);
total = object->VXsize*object->VYsize*object->PixelBytes;
for (i = 0; i < total; i += object->PixelBytes)
bcopy(b, object->Bitmap + i, object->PixelBytes);
break;
case VIDBUF16S:
case VIDBUF24S:
case VIDBUF32S:
color2mem(color, b, object->PixelBytes);
total = object->VXsize*object->VYsize*object->PixelBytes;
for (offset = 0; offset < total; ) {
VGLSetSegment(offset);
len = min(total - offset, VGLAdpInfo.va_window_size);
for (i = 0; i < len; i += object->PixelBytes)
bcopy(b, object->Bitmap + offset + i, object->PixelBytes);
offset += len;
}
break;
case VIDBUF8X:
/* XXX works only for Xsize % 4 = 0 */
outb(0x3c6, 0xff);
outb(0x3c4, 0x02); outb(0x3c5, 0x0f);
memset(object->Bitmap, (byte)color, VGLAdpInfo.va_line_width*object->VYsize);
break;
case VIDBUF4:
case VIDBUF4S:
/* XXX works only for Xsize % 8 = 0 */
outb(0x3c4, 0x02); outb(0x3c5, 0x0f);
outb(0x3ce, 0x05); outb(0x3cf, 0x02); /* mode 2 */
outb(0x3ce, 0x01); outb(0x3cf, 0x00); /* set/reset enable */
outb(0x3ce, 0x08); outb(0x3cf, 0xff); /* bit mask */
for (offset = 0; offset < VGLAdpInfo.va_line_width*object->VYsize; ) {
VGLSetSegment(offset);
len = min(object->VXsize*object->VYsize - offset,
VGLAdpInfo.va_window_size);
memset(object->Bitmap, (byte)color, len);
offset += len;
}
outb(0x3ce, 0x05); outb(0x3cf, 0x00);
break;
}
VGLMouseUnFreeze();
}
void
VGLRestorePalette()
{
int i;
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, 0x00);
for (i=0; i<256; i++) {
outb(0x3C9, VGLSavePaletteRed[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteGreen[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteBlue[i]);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSavePalette()
{
int i;
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C7, 0x00);
for (i=0; i<256; i++) {
VGLSavePaletteRed[i] = inb(0x3C9);
inb(0x84);
VGLSavePaletteGreen[i] = inb(0x3C9);
inb(0x84);
VGLSavePaletteBlue[i] = inb(0x3C9);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetPalette(byte *red, byte *green, byte *blue)
{
int i;
for (i=0; i<256; i++) {
VGLSavePaletteRed[i] = red[i];
VGLSavePaletteGreen[i] = green[i];
VGLSavePaletteBlue[i] = blue[i];
}
VGLCheckSwitch();
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, 0x00);
for (i=0; i<256; i++) {
outb(0x3C9, VGLSavePaletteRed[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteGreen[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteBlue[i]);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetPaletteIndex(byte color, byte red, byte green, byte blue)
{
VGLSavePaletteRed[color] = red;
VGLSavePaletteGreen[color] = green;
VGLSavePaletteBlue[color] = blue;
VGLCheckSwitch();
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, color);
outb(0x3C9, red); outb(0x3C9, green); outb(0x3C9, blue);
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetBorder(byte color)
{
VGLCheckSwitch();
inb(0x3DA);
outb(0x3C0,0x11); outb(0x3C0, color);
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLBlankDisplay(int blank)
{
byte val;
VGLCheckSwitch();
outb(0x3C4, 0x01); val = inb(0x3C5); outb(0x3C4, 0x01);
outb(0x3C5, ((blank) ? (val |= 0x20) : (val &= 0xDF)));
}