Add Graphics file.
A few TODOs here, but nothing that can't be handled.
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kernel/graphics.c
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219
kernel/graphics.c
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/************************
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*** Team Kitty, 2019 ***
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*** Sync ***
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***********************/
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/* ==================== Kernel Graphics ==================== */
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// This file allows the kernel to draw to the framebuffer provided by Syncboot.
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// It provides the setup, printing and drawing functions.
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// Eventually this will be split up into printing and drawing to provide room for expansion.
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// I'm thinking about making a 3D interface.
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#include <kernel.h>
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//#include <bitfont.h>
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// Get it? Default Font
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// Defaunt
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// Defont
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#define DEFONT font88
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void SetupPrinting(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU) {
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Print_Info.defaultGPU = GPU;
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Print_Info.charHeight = 8;
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Print_Info.charWidth = 8;
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Print_Info.charFGColor = 0x00FFFFFF;
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Print_Info.charBGColor = 0x00000000;
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Print_Info.charHLColor = 0x00000000;
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// per UEFI Spec 2.7 Errata A, (0,0) is always the top left in-bounds pixel.
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Print_Info.screenMinX = 0;
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Print_Info.screenMinY = 0;
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Print_Info.ScreenScale = 1;
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Print_Info.cursorPos = 0;
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Print_Info.scrollMode = 0;
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}
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void WriteScaledFormatString(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU,
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uint32_t Height,
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uint32_t Width,
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uint32_t FontColor,
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uint32_t HighlightColor,
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uint32_t x,
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uint32_t y,
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uint32_t Scale,
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const char* String,
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...) {
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if(Height > GPU.Info->VerticalResolution || Width > GPU.Info->HorizontalResolution) {
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// Turn the screen red.
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// TODO: Write a function to turn the *borders* of the screen a certain color.
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FillScreen(GPU, 0x00FF00000);
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} else if (y > GPU.Info->VerticalResolution || x > GPU.Info->HorizontalResolution) {
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// Turn the screen green.
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FillScreen(GPU, 0x0000FF00);
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} else if ((y + Scale * Height) > GPU.Info->VerticalResolution || (x + Scale * Width) > GPU.Info->HorizontalResolution) {
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// Turn the screen blue.
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FillScreen(GPU, 0x000000FF);
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}
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// Take the ... arguments into a buffer and pass them to a reasonable function.
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va_list Args;
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va_start(Args, String);
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char Output[128] = {0};
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vsprintf(Output, String, Args);
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va_end(Args);
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WriteScaledString(GPU, Output, Height, Width, FontColor, HighlightColor, x, y, Scale);
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}
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void ResetScreen() {
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Print_Info.screenMinX = 0;
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Print_Info.screenMinY = 0;
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Print_Info.cursorPos = 0;
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ClearScreen(Print_Info.defaultGPU);
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}
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void ResetFillScreen() {
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ResetScreen();
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FillScreen(Print_Info.defaultGPU, Print_Info.charBGColor);
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}
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void ClearScreen(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU) {
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FillScreen(GPU, 0x00000000);
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}
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void FillScreen(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, uint32_t Color) {
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Print_Info.charBGColor = Color;
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// The fastest way to do this is using AVX fills.
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// However, if AVX isn't supported, we'll need to fall back to filling the screen the old fashioned way.
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// The performance benefit by using AVX Parallel operations is huge.
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memsetAVX_By4Bytes( (EFI_PHYSICAL_ADDRESS* )GPU.FrameBufferBase, Color, GPU.Info->VerticalResolution * GPU.Info->PixelsPerScanline);
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// If AVX isn't supported, we can use this instead:
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/*
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for(size_t Row = 0; Row < GPU.Info->VerticalResolution; Row++) {
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for(size_t Column = 0; Column < GPU.Info->PixelsPerScanline - (GPU.Info->PixelsPerScanline - GPU.Info->HorizontalResolution); Column++) {
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*(uint32_t *)GPU.FrameBufferBase + 4 * (GPU.Info->PixelsPerScanline * Row * Column)) = Color;
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}
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}
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*/
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// TODO: Implement a switching mechanism.
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}
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// Plot a single pixel at the specified location with the specified color.
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void DrawPixel(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, uint32_t x, uint32_t y, uint32_t Color) {
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// We can't draw off the screen, so fill the screen in that case.
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// TODO: implement the border coloring here
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if(y > GPU.Info->VerticalResolution || x > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, Color);
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} else {
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// If the pixel is in bounds:
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// Find the offset from the base of the framebuffer by:
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// y * width + x
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// 4 bits per pixel, so multiply by 4 to get the start of the correct pixel
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// Set it to the color we want.
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*(uint32_t* )(GPU.FrameBufferBase + (y * GPU.Info->PixelsPerScanline + x) * 4) = Color;
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}
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}
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// TODO: Rectangle, Triangle drawing.
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void WriteChar(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, int Char, uint32_t Height, uint32_t Width, uint32_t FontColor, uint32_t HighlightColor) {
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if(Height > GPU.Info->VerticalResolution || Width > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, FontColor);
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} else {
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// This writes to the top left of the screen.
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// TODO: Automatically determine the next position using GPU.Info->cursorPos
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RenderText(GPU, Char, Height, Width, FontColor, HighlightColor, 0, 0, 1, 0);
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}
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}
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void WriteCharPos(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, int Char, uint32_t Height, uint32_t Width, uint32_t FontColor, uint32_t HighlightColor, uint32_t x, uint32_t y) {
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if(Height > GPU.Info->VerticalResolution || Width > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x00FF0000);
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} else if(y > GPU.Info->VerticalResolution || x > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x0000FF00);
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} else if ((y + Height) > GPU.Info->VerticalResolution || (x + Width) > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x000000FF);
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}
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RenderText(GPU, Char, Height, Width, FontColor, HighlightColor, x, y, 1, 0);
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}
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void WriteScaledString(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, const char* String, uint32_t Height, uint32_t Width, uint32_t FontColor, uint32_t HighlightColor, uint32_t x, uint32_t y, uint32_t Scale) {
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if(Height > GPU.Info->VerticalResolution || Width > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x00FF0000);
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} else if( y > GPU.Info->VerticalResolution || x > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x0000FF00);
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} else if ((y + Scale * Height) > GPU.Info->VerticalResolution || (x + Scale * Width) > GPU.Info->HorizontalResolution) {
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FillScreen(GPU, 0x000000FF);
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}
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uint32_t Char = 0;
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while(String[Char] != '\0') {
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RenderText(GPU, String[Char], Height, Width, FontColor, HighlightColor, x, y, Scale, Char);
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Char++;
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}
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}
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// Render characters to the screen.
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void RenderText(EFI_GRAPHICS_OUTPUT_PROTOCOL_MODE GPU, int Char, uint32_t Height, uint32_t Width, uint32_t FontColor, uint32_t HighlightColor, uint32_t x, uint32_t y, uint32_t Scale, uint32_t INDX) {
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uint32_t Y = Width >> 3, X = 0;
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if((Width & 0x7) != 0) {
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Y++;
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}
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for(uint32_t Row = 0; Row < Height; Row++) {
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for(uint32_t Bit = 0; Bit < Width; Bit++) {
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if ( ((Bit & 0x7) == 0) && (Bit > 0)) {
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X++;
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}
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if((DEFONT[Char][Row * Y + X] >> (Bit & 0x7)) & 1) {
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for(uint32_t ScaleY = 0; ScaleY < Scale; ScaleY++) {
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for(uint32_t ScaleX = 0; ScaleX < Scale; ScaleX++) {
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// This one is crazy. Stick with me.
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*(uint32_t* )(GPU.FrameBufferBase + // Offset from the framebuffer, find the pixel..
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((y * GPU.Info->PixelsPerScanline + x) + // which is this many rows down, and this many pixels across,
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Scale * (Row * GPU.Info->PixelsPerScanline + Bit) + // shift it around according to our scale..
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(ScaleY * GPU.Info->PixelsPerScanline + ScaleX) +
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Scale * INDX * Width) * 4) // and find which column we need to be in. Multiply by 4 to navigate the 4bpp array,
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= FontColor; // And set the color of the pixel.
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}
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}
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} else {
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// We need to draw the pixel transparently..
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for(uint32_t ScaleY = 0; ScaleY < Scale; ScaleY++) {
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for(uint32_t ScaleX = 0; ScaleX < Scale; ScaleX++) {
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if(HighlightColor != 0xFF000000) {
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*(UINT32*)(GPU.FrameBufferBase +
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((y*GPU.Info->PixelsPerScanline + x) +
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Scale * (Row * GPU.Info->PixelsPerScanline + Bit) +
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(ScaleY * GPU.Info->PixelsPerScanline + ScaleX) +
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Scale * INDX * Width)*4)
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= HighlightColor;
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}
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}
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}
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}
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}
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}
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}
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// TODO: Custom Bitmap functions
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