Cleaned up a bit PageFlipper sources.

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@19112 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stefano Ceccherini 2006-10-24 15:56:32 +00:00
parent 6b375f2ef3
commit 743fe40eba
2 changed files with 233 additions and 185 deletions

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@ -1,6 +1,6 @@
SubDir HAIKU_TOP src tests kits game page_flipper ;
SimpleTest page_flipper
SimpleTest PageFlipper
: page_flip.cpp
: game be root
;

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@ -13,215 +13,263 @@ typedef long (*sync_hook)();
class NApplication:public BApplication {
public:
NApplication();
bool is_quitting; // So that the WindowScreen knows what
NApplication();
bool is_quitting; // So that the WindowScreen knows what
// to do when disconnected.
private:
bool QuitRequested();
void ReadyToRun();
bool QuitRequested();
void ReadyToRun();
};
class NWindowScreen:public BWindowScreen {
public:
NWindowScreen(status_t*);
NWindowScreen(status_t*);
private:
void ScreenConnected(bool);
long MyCode();
static long Entry(void*);
thread_id tid;
sem_id sem;
area_id area;
uint8* save_buffer;
uint8* frame_buffer;
ulong line_length;
bool thread_is_locked; // small hack to allow to quit the
// app from ScreenConnected()
blit_hook blit; // hooks to the graphics driver functions
sync_hook sync;
void ScreenConnected(bool);
int32 DrawingCode();
static int32 Entry(void*);
thread_id fThreadId;
sem_id fSem;
area_id fArea;
uint8* fSaveBuffer;
uint8* fFrameBuffer;
ulong fLineLength;
bool fThreadIsLocked; // small hack to allow to quit the
// app from ScreenConnected()
blit_hook fBlitHook; // hooks to the graphics driver functions
sync_hook fSyncHook;
};
int main(int, char**) {
NApplication app;
int
main()
{
NApplication app;
}
NApplication::NApplication()
:BApplication("application/x-vnd.Be-sample-jbq1") {
Run(); // see you in ReadyToRun()
:BApplication("application/x-vnd.Be-sample-jbq1")
{
Run(); // see you in ReadyToRun()
}
void NApplication::ReadyToRun() {
status_t ret=B_ERROR;
is_quitting=false;
NWindowScreen* ws=new NWindowScreen(&ret);
// exit if constructing the WindowScreen failed.
if ((ws==NULL)||(ret<B_OK))
PostMessage(B_QUIT_REQUESTED);
void
NApplication::ReadyToRun()
{
status_t ret = B_ERROR;
is_quitting = false;
NWindowScreen* windowScreen = new NWindowScreen(&ret);
// exit if constructing the WindowScreen failed.
if (windowScreen == NULL || ret < B_OK)
PostMessage(B_QUIT_REQUESTED);
}
bool NApplication::QuitRequested() {
is_quitting=true;
return true;
bool
NApplication::QuitRequested()
{
is_quitting = true;
return true;
}
NWindowScreen::NWindowScreen(status_t* ret)
:BWindowScreen("Example",B_8_BIT_640x480,ret) {
thread_is_locked=true;
tid=0;
if (*ret==B_OK) {
// this semaphore controls the access to the WindowScreen
sem=create_sem(0,"WindowScreen Access");
// this area is used to save the whole framebuffer when
// switching workspaces. (better than malloc()).
area=create_area("save",(void**)&save_buffer,B_ANY_ADDRESS
,640*2048,B_NO_LOCK,B_READ_AREA|B_WRITE_AREA);
// exit if an error occured.
if ((sem<B_OK)||(area<B_OK)) *ret=B_ERROR;
else Show(); // let's go. See you in ScreenConnected.
}
:
BWindowScreen("Example", B_8_BIT_640x480, ret),
fThreadId(-1),
fSem(-1),
fArea(-1),
fSaveBuffer(NULL),
fFrameBuffer(NULL),
fLineLength(0),
fThreadIsLocked(true),
fBlitHook(NULL),
fSyncHook(NULL)
{
if (*ret < B_OK)
return;
// this semaphore controls the access to the WindowScreen
fSem = create_sem(0, "WindowScreen Access");
if (fSem < B_OK) {
*ret = fSem;
return;
}
// this area is used to save the whole framebuffer when
// switching workspaces. (better than malloc()).
fArea = create_area("save", (void**)&fSaveBuffer, B_ANY_ADDRESS,
640 * 2048, B_NO_LOCK, B_READ_AREA|B_WRITE_AREA);
if (fArea < B_OK) {
*ret = fArea;
delete_sem(fSem);
fSem = -1;
return;
}
Show(); // let's go. See you in ScreenConnected.
}
void NWindowScreen::ScreenConnected(bool connected) {
if (connected) {
if ((SetSpace(B_8_BIT_640x480)<B_OK)
||(SetFrameBuffer(640,2048)<B_OK)) {
// properly set the framebuffer. exit if an error occurs.
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the hardware acceleration hooks. get them each time
// the WindowScreen is connected, because of multiple
// monitor support
blit=(blit_hook)CardHookAt(7);
sync=(sync_hook)CardHookAt(10);
// cannot work with no hardware blitting
if (blit==NULL) {
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the framebuffer-related info, each time the
// WindowScreen is connected (multiple monitor)
frame_buffer=(uint8*)(CardInfo()->frame_buffer);
line_length=FrameBufferInfo()->bytes_per_row;
if (tid==0) {
// clean the framebuffer
memset(frame_buffer,0,2048*line_length);
// spawn the rendering thread. exit if an error occurs.
if (((tid=spawn_thread(Entry,"rendering thread",
B_URGENT_DISPLAY_PRIORITY,this))<B_OK)
||(resume_thread(tid)<B_OK))
be_app->PostMessage(B_QUIT_REQUESTED);
} else for (int y=0;y<2048;y++)
// restore the framebuffer when switching back from
// another workspace.
memcpy(frame_buffer+y*line_length,
save_buffer+640*y,640);
// set our color list.
rgb_color palette[256];
for (int i=0;i<128;i++) {
rgb_color c1={i*2,i*2,i*2};
rgb_color c2={127+i,2*i,254};
palette[i]=c1;
palette[i+128]=c2;
}
SetColorList(palette);
// allow the rendering thread to run.
thread_is_locked=false;
release_sem(sem);
} else {
// block the rendering thread.
if (!thread_is_locked) {
acquire_sem(sem);
thread_is_locked=true;
}
// kill the rendering and clean up when quitting
if ((((NApplication*)be_app)->is_quitting)) {
status_t ret;
kill_thread(tid);
wait_for_thread(tid,&ret);
delete_sem(sem);
delete_area(area);
} else {
// set the color list black so that the screen doesn't seem
// to freeze while saving the framebuffer
rgb_color c={0,0,0};
rgb_color palette[256];
for (int i=0;i<256;i++)
palette[i]=c;
SetColorList(palette);
// save the framebuffer
for (int y=0;y<2048;y++)
memcpy(save_buffer+640*y,
frame_buffer+y*line_length,640);
}
}
void
NWindowScreen::ScreenConnected(bool connected)
{
if (connected) {
if (SetSpace(B_8_BIT_640x480) < B_OK || SetFrameBuffer(640, 2048) < B_OK) {
// properly set the framebuffer. exit if an error occurs.
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the hardware acceleration hooks. get them each time
// the WindowScreen is connected, because of multiple
// monitor support
fBlitHook = (blit_hook)CardHookAt(7);
fSyncHook = (sync_hook)CardHookAt(10);
// cannot work with no hardware blitting
if (fBlitHook == NULL) {
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the framebuffer-related info, each time the
// WindowScreen is connected (multiple monitor)
fFrameBuffer = (uint8 *)(CardInfo()->frame_buffer);
fLineLength = FrameBufferInfo()->bytes_per_row;
if (fThreadId == 0) {
// clean the framebuffer
memset(fFrameBuffer, 0, 2048 * fLineLength);
// spawn the rendering thread. exit if an error occurs.
fThreadId = spawn_thread(Entry, "rendering thread", B_URGENT_DISPLAY_PRIORITY, this);
if (fThreadId < B_OK || resume_thread(fThreadId) < B_OK)
be_app->PostMessage(B_QUIT_REQUESTED);
} else {
for (int y = 0; y < 2048; y++) {
// restore the framebuffer when switching back from
// another workspace.
memcpy(fFrameBuffer + y * fLineLength, fSaveBuffer + 640 * y, 640);
}
}
// set our color list.
rgb_color palette[256];
for (int i = 0; i < 128; i++) {
rgb_color c1 = {i * 2, i * 2, i * 2};
rgb_color c2 = {127 + i, 2 * i, 254};
palette[i] = c1;
palette[i + 128] = c2;
}
SetColorList(palette);
// allow the rendering thread to run.
fThreadIsLocked = false;
release_sem(fSem);
} else {
// block the rendering thread.
if (!fThreadIsLocked) {
acquire_sem(fSem);
fThreadIsLocked = true;
}
// kill the rendering and clean up when quitting
if ((((NApplication*)be_app)->is_quitting)) {
status_t ret;
kill_thread(fThreadId);
wait_for_thread(fThreadId, &ret);
delete_sem(fSem);
delete_area(fArea);
} else {
// set the color list black so that the screen doesn't seem
// to freeze while saving the framebuffer
rgb_color c = { 0, 0, 0 };
rgb_color palette[256];
for (int i = 0; i < 256; i++)
palette[i] = c;
SetColorList(palette);
// save the framebuffer
for (int y = 0; y < 2048; y++)
memcpy(fSaveBuffer + 640 * y, fFrameBuffer + y * fLineLength, 640);
}
}
}
long NWindowScreen::Entry(void* p) {
return ((NWindowScreen*)p)->MyCode();
int32
NWindowScreen::Entry(void* castToThis)
{
return ((NWindowScreen *)castToThis)->DrawingCode();
}
long NWindowScreen::MyCode() {
// gain access to the framebuffer before writing to it.
acquire_sem(sem);
int32
NWindowScreen::DrawingCode()
{
// gain access to the framebuffer before writing to it.
for (int j=1440;j<2048;j++) {
for (int i=0;i<640;i++) {
// draw the backgroud ripple pattern
float val=63.99*(1+cos(2*M_PI*((i-320)*(i-320)
+(j-1744)*(j-1744))/1216));
frame_buffer[i+line_length*j]=int(val);
}
}
ulong numframe=0;
bigtime_t trgt=0;
ulong y_origin;
uint8* current_frame;
while(true) {
// the framebuffer coordinates of the next frame
y_origin=480*(numframe%3);
// and a pointer to it
current_frame=frame_buffer+y_origin*line_length;
// copy the background
int ytop=numframe%608,ybot=ytop+479;
if (ybot<608) {
blit(0,1440+ytop,0,y_origin,639,479);
} else {
blit(0,1440+ytop,0,y_origin,639,1086-ybot);
blit(0,1440,0,y_origin+1087-ybot,639,ybot-608);
}
// calculate the circle position. doing such calculations
// between blit() and sync() is a good idea.
uint32 x=(uint32)(287.99*(1+sin(numframe/72.)));
uint32 y=(uint32)(207.99*(1+sin(numframe/52.)));
if (sync) sync();
// draw the circle
for (int j=0;j<64;j++) {
for (int i=0;i<64;i++) {
if ((i-31)*(i-32)+(j-31)*(j-32)<=1024)
current_frame[x+i+line_length*(y+j)]+=128;
}
}
// release the semaphore while waiting. gotta release it
// at some point or nasty things will happen!
release_sem(sem);
// try to sync with the vertical retrace
if (BScreen(this).WaitForRetrace()!=B_OK) {
// we're doing some triple buffering. unwanted things would
// happen if we rendered more pictures than the card can
// display. we here make sure not to render more than 55.5
// pictures per second if the card does not support retrace
// syncing
if (system_time()<trgt) snooze(trgt-system_time());
trgt=system_time()+18000;
}
// acquire the semaphore back before talking to the driver
acquire_sem(sem);
// do the page-flipping
MoveDisplayArea(0,y_origin);
// and go to the next frame!
numframe++;
}
return 0;
}
acquire_sem(fSem);
for (int j = 1440; j < 2048; j++) {
for (int i; i < 640; i++) {
// draw the backgroud ripple pattern
float val=63.99*(1+cos(2*M_PI*((i-320)*(i-320)+(j-1744)*(j-1744))/1216));
fFrameBuffer[i + fLineLength*j]=int(val);
}
}
ulong numframe = 0;
bigtime_t trgt = 0;
ulong y_origin;
uint8* current_frame;
while (true) {
// the framebuffer coordinates of the next frame
y_origin = 480 * (numframe % 3);
// and a pointer to it
current_frame = fFrameBuffer + y_origin * fLineLength;
// copy the background
int ytop = numframe % 608, ybot = ytop + 479;
if (ybot < 608) {
fBlitHook(0,1440+ytop,0,y_origin,639,479);
} else {
fBlitHook(0,1440+ytop,0,y_origin,639,1086-ybot);
fBlitHook(0,1440,0,y_origin+1087-ybot,639,ybot-608);
}
// calculate the circle position. doing such calculations
// between blit() and sync() is a good idea.
uint32 x=(uint32)(287.99*(1+sin(numframe/72.)));
uint32 y=(uint32)(207.99*(1+sin(numframe/52.)));
if (fSyncHook)
fSyncHook();
// draw the circle
for (int j = 0; j < 64; j++) {
for (int i = 0; i < 64; i++) {
if ((i-31)*(i-32)+(j-31)*(j-32)<=1024)
current_frame[x + i + fLineLength * (y + j)] += 128;
}
}
// release the semaphore while waiting. gotta release it
// at some point or nasty things will happen!
release_sem(fSem);
// try to sync with the vertical retrace
if (BScreen(this).WaitForRetrace() != B_OK) {
// we're doing some triple buffering. unwanted things would
// happen if we rendered more pictures than the card can
// display. we here make sure not to render more than 55.5
// pictures per second if the card does not support retrace
// syncing
if (system_time() < trgt)
snooze(trgt - system_time());
trgt = system_time() + 18000;
}
// acquire the semaphore back before talking to the driver
acquire_sem(fSem);
// do the page-flipping
MoveDisplayArea(0, y_origin);
// and go to the next frame!
numframe++;
}
return 0;
}