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Matrix



Joined: 04 Sep 2004
Posts: 1166
Location: Overflow
Matrix 03 Nov 2011, 14:40
Ok guys,
so this is what i found without any hacking now that is closest to dos graphic screen buffer rendering:

(the other one i found is xvideo -for x-window system- that is somewhat similar but said to be hard to be used in asm..., another one is /dev/fb but that looks like to get more and more phased out...)

windowed test:
Code:
#include <SDL/SDL.h>                          
#include <stdio.h>                            
#include <stdlib.h>                           
Uint16 CreateHicolorPixel(SDL_PixelFormat * fmt, Uint8 red,
Uint8 green, Uint8 blue)                                   
{                                                          
Uint16 value;                                              
/* This series of bit shifts uses the information from the 
SDL_Format structure to correctly compose a 16-bit pixel   
value from 8-bit red, green, and blue data. */             
value = ((red >> fmt->Rloss) << fmt->Rshift) +             
((green >> fmt->Gloss) << fmt->Gshift) +                   
((blue >> fmt->Bloss) << fmt->Bshift);                     
return value;                                              
}                                                          
int main()                                                 
{                                                          
SDL_Surface *screen;                                       
Uint16 *raw_pixels;                                        
int x, y;                                                  

/* Initialize SDL’s video system and check for errors. */
if (SDL_Init(SDL_INIT_VIDEO) != 0) {                     
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;                                                
}                                                        
/* Make sure SDL_Quit gets called when the program exits! */
atexit(SDL_Quit);                                           
/* Attempt to set a 256x256 hicolor (16-bit) video mode.    
This will set some type of 16-bit mode, but we won’t        
know which particular pixel format ahead of time. If        
the video card can’t handle hicolor modes, SDL will         
emulate it. */                                              
screen = SDL_SetVideoMode(256, 256, 16, 0);                 
if (screen == NULL) {                                       
printf("Unable to set video mode: %s\n", SDL_GetError());   
return 1;                                                   
}                                                           
/* Video memory can be strange, and it’s sometimes necessary to
"lock" it before it can be modified. SDL abstracts this with   
the SDL_LockSurface function. */                               
SDL_LockSurface(screen);                                       
/* Get a pointer to the video surface’s memory. */             
raw_pixels = (Uint16 *) screen->pixels;                        
/* We can now safely write to the video surface. We’ll draw a  
nice gradient pattern by varying our red and blue components   
along the X and Y axes. Notice the formula used to calculate
the offset into the framebuffer for each pixel.
(The pitch is the number of bytes per scanline in memory.) */
for (x = 0; x < 256; x++) {
for (y = 0; y < 256; y++) {
Uint16 pixel_color;
int offset;
pixel_color = CreateHicolorPixel(screen->format,
x, 0, y);
offset = (screen->pitch / 2 * y + x);
raw_pixels[offset] = pixel_color;


}
}
/* We’re finished drawing, so unlock the surface. */
SDL_UnlockSurface(screen);
/* Inform SDL that the screen has been changed. This is
necessary because SDL’s screen surface is not always the real
framebuffer; it is sometimes emulated behind the scenes. */
SDL_UpdateRect(screen, 0, 0, 0, 0);
/* Pause for a few seconds as the viewer gasps in awe. */
SDL_Delay(3000);
return 0;
}
    

fullscreen test:
Code:
#include <SDL/SDL.h>                      
#include <stdio.h>                        
#include <stdlib.h>                       
int main()                                
{                                         
SDL_Surface *screen;                      
/* Initialize SDL’s video system and check for errors */
if (SDL_Init(SDL_INIT_VIDEO) != 0) {                    
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;                                                
}                                                        
/* Make sure SDL_Quit gets called when the program exits! */
atexit(SDL_Quit);                                           
/* Attempt to set a 640x480 hicolor video mode */           
screen = SDL_SetVideoMode(640, 480, 16, SDL_FULLSCREEN);    
if (screen == NULL) {                                       
printf("Unable to set video mode: %s\n", SDL_GetError());   
return 1;                                                   
}                                                           
/* If we got this far, everything worked */                 
printf("Success!\n");                                       

/* Example of direct pixel access with SDL. */
Uint16 CreateHicolorPixel(SDL_PixelFormat * fmt, Uint8 red,
Uint8 green, Uint8 blue)                                   
{                                                          
Uint16 value;                                              
/* This series of bit shifts uses the information from the 
SDL_Format structure to correctly compose a 16-bit pixel   
value from 8-bit red, green, and blue data. */             
value = ((red >> fmt->Rloss) << fmt->Rshift) +             
((green >> fmt->Gloss) << fmt->Gshift) +                   
((blue >> fmt->Bloss) << fmt->Bshift);                     
return value;                                              
}                                                          

Uint16 *raw_pixels;
int x, y, i;       

/*Video memory can be strange, and it’s sometimes necessary to
"lock" it before it can be modified. SDL abstracts this with  
the SDL_LockSurface function. */                              
SDL_LockSurface(screen);                                      
/* Get a pointer to the video surface’s memory. */            
raw_pixels = (Uint16 *) screen->pixels;                       
/* We can now safely write to the video surface. We’ll draw a 
nice gradient pattern by varying our red and blue components  
along the X and Y axes. Notice the formula used to calculate  
the offset into the framebuffer for each pixel.               
(The pitch is the number of bytes per scanline in memory.) */ 
for (i = 0; i < 400; i+=4) {                                  
for (x = 0; x < 640; x++) {
for (y = 0; y < 480; y++) {
Uint16 pixel_color;
int offset;
pixel_color = CreateHicolorPixel(screen->format,
round ((sin ((y+i)*(3.14159/(480+i))))*200), round ((sin ((i+x)*(3.14159/(640+i))))*200), round ((sin ((y+x+i)*(3.14159/(480+x+y+i))))*200));
offset = (screen->pitch / 2 * y + x);
raw_pixels[offset] = pixel_color;

}
}
/*SDL_Delay(10);*/

/* We’re finished drawing, so unlock the surface. */
SDL_UnlockSurface(screen);
/* Inform SDL that the screen has been changed. This is
necessary because SDL’s screen surface is not always the real
framebuffer; it is sometimes emulated behind the scenes. */
SDL_UpdateRect(screen, 0, 0, 0, 0);
/* Pause for a few seconds as the viewer gasps in awe. */
}
SDL_Delay(3000);
return 0;
}
    


to compile you need to do:
Code:
gcc sdltest.c -o sdltest `sdl-config --cflags --libs`
    


anyone willing to help port it to be used with FASM?
Post 03 Nov 2011, 14:40
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pippi



Joined: 29 Oct 2009
Posts: 2
pippi 08 Nov 2011, 04:04
Another C library that might interest you: TinyPTC
Post 08 Nov 2011, 04:04
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