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Current File : //compat/linux/proc/self/root/usr/src/lib/libvgl/simple.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: release/9.1.0/lib/libvgl/simple.c 230975 2012-02-04 04:31:28Z pfg $"); #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))); }