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📄 i_video.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: I_video.c,v 1.5 2001/04/27 13:32:14 bpereira Exp $
//
// 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.
//
//
// $Log: I_video.c,v $
// Revision 1.5  2001/04/27 13:32:14  bpereira
// no message
//
// Revision 1.4  2000/11/02 19:49:38  bpereira
// no message
//
// Revision 1.3  2000/08/31 14:30:57  bpereira
// no message
//
// Revision 1.2  2000/02/27 00:42:11  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:33  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      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
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_StartFrame
//
void I_StartFrame (void)
{
    // er?
}

//
// I_OsPolling
//
void I_OsPolling()
{
    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   long long mycount;
static   long long mytotal = 0;
static   unsigned long  nombre = TICRATE*10;
//static   char runtest[10][80];
#endif
//profile stuff ---------------------------------------------------------


#define FPSPOINTS  35
#define SCALE      4
#define PUTDOT(xx,yy,cc) screens[0][((yy)*vid.width+(xx))*vid.bpp]=(cc)

int fpsgraph[FPSPOINTS];

//
// I_FinishUpdate
//
void I_BlitScreenVesa1(void);   //see later
void I_FinishUpdate (void)
{

    static int  lasttic;
    int         tics;
    int         i;
    // UNUSED static unsigned char *bigscreen=0;

    // draws little dots on the bottom of the screen
    if (cv_ticrate.value)
    {
#if 1   // display a graph of ticrate should be a cvar
        int k,j,l;

        i = I_GetTime();
        tics = i - lasttic;
        lasttic = i;
        if (tics > 20) tics = 20;

        for (i=0;i<FPSPOINTS-1;i++)
            fpsgraph[i]=fpsgraph[i+1];
        fpsgraph[FPSPOINTS-1]=20-tics;

        // draw lines
        for(j=0;j<=20*SCALE*vid.dupy;j+=2*SCALE*vid.dupy)
        {
           l=(vid.height-1-j)*vid.width*vid.bpp;
           for (i=0;i<FPSPOINTS*SCALE*vid.dupx;i+=4)
               screens[0][l+i]=0xff;
        }

        // draw the graph
        for (i=0;i<FPSPOINTS;i++)
            for(k=0;k<SCALE*vid.dupx;k++)
                PUTDOT(i*SCALE*vid.dupx+k,vid.height-1-(fpsgraph[i]*SCALE*vid.dupy),0xff);

#else   // the old ticrate shower
        for (i=0 ; i<tics*2 ; i+=2)
            screens[0][ (vid.height-1)*vid.width*vid.bpp + i] = 0xff;
        for ( ; i<20*2 ; i+=2)
            screens[0][ (vid.height-1)*vid.width*vid.bpp + i] = 0x0;
#endif
    }

   //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 ( vid.buffer, 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_ReadScreen
//
void I_ReadScreen (byte* scr)
{
    memcpy (scr, vid.buffer, vid.width*vid.height*vid.bpp);
}


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.
/*==========================================================================*/
void I_BlitScreenVesa1(void)
{
#define VIDBANKSIZE     (1<<16)
#define VIDBANKSIZEMASK (VIDBANKSIZE-1)   // defines ahoy!

  __dpmi_regs r;
  unsigned char *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

      memcpy((byte *)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 short  myOldVideoMode;
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;

    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...
//
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;
}


//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;

}

// for fuck'n debuging
void IO_Color( byte color, byte r, byte g, byte b )
{
  outportb( 0x03c8 , color );              // registre couleur
  outportb( 0x03c9 , (r>>2) & 0x3f );     // R
  outportb( 0x03c9 , (g>>2) & 0x3f );     // G
  outportb( 0x03c9 , (b>>2) & 0x3f );     // B
}

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