//#define COSMOSDEBUG using System; using System.Collections.Generic; using System.Drawing; using Cosmos.HAL.Drivers; namespace Cosmos.System.Graphics { public class VBEScreen : Canvas { private static readonly Mode DefaultMode = new Mode(1024, 768, ColorDepth.ColorDepth32); /// /// Driver for Setting vbe modes and ploting/getting pixels /// private readonly VBEDriver VBEDriver; private Mode _mode; public VBEScreen() : this(DefaultMode) { } public VBEScreen(Mode mode) { Global.mDebugger.SendInternal($"Creating new VBEScreen() with mode {mode.Columns}x{mode.Rows}x{(uint)mode.ColorDepth}"); ThrowIfModeIsNotValid(mode); VBEDriver = new VBEDriver((ushort)mode.Columns, (ushort)mode.Rows, (ushort)mode.ColorDepth); Mode = mode; } public override Mode Mode { get => _mode; set { _mode = value; SetMode(_mode); } } #region Display /// /// All the available screen modes VBE supports, I would like to query the hardware and obtain from it the list but I have /// not yet find how to do it! For now I hardcode the most used VESA modes, VBE seems to support until HDTV resolution /// without problems that is well... excellent :-) /// //public override IReadOnlyList AvailableModes { get; } = new List public override List AvailableModes { get; } = new List { new Mode(320, 240, ColorDepth.ColorDepth32), new Mode(640, 480, ColorDepth.ColorDepth32), new Mode(800, 600, ColorDepth.ColorDepth32), new Mode(1024, 768, ColorDepth.ColorDepth32), /* The so called HD-Ready resolution */ new Mode(1280, 720, ColorDepth.ColorDepth32), new Mode(1280, 1024, ColorDepth.ColorDepth32), /* A lot of HD-Ready screen uses this instead of 1280x720 */ new Mode(1366, 768, ColorDepth.ColorDepth32), new Mode(1680, 1050, ColorDepth.ColorDepth32), /* HDTV resolution */ new Mode(1920, 1080, ColorDepth.ColorDepth32), /* HDTV resolution (16:10 AR) */ new Mode(1920, 1200, ColorDepth.ColorDepth32), }; public override Mode DefaultGraphicMode => DefaultMode; /// /// Use this to setup the screen, this will disable the console. /// /// The desired Mode resolution private void SetMode(Mode mode) { ThrowIfModeIsNotValid(mode); ushort xres = (ushort)Mode.Columns; ushort yres = (ushort)Mode.Rows; ushort bpp = (ushort)Mode.ColorDepth; //set the screen VBEDriver.VBESet(xres, yres, bpp); } #endregion #region Drawing public override void Clear(Color color) { Global.mDebugger.SendInternal($"Clearing the Screen with Color {color}"); //if (color == null) // throw new ArgumentNullException(nameof(color)); /* * TODO this version of Clear() works only when mode.ColorDepth == ColorDepth.ColorDepth32 * in the other cases you should before convert color and then call the opportune ClearVRAM() overload * (the one that takes ushort for ColorDepth.ColorDepth16 and the one that takes byte for ColorDepth.ColorDepth8) * For ColorDepth.ColorDepth24 you should mask the Alpha byte. */ VBEDriver.ClearVRAM((uint)color.ToArgb()); } /* * As DrawPoint() is the basic block of DrawLine() and DrawRect() and in theory of all the future other methods that will * be implemented is better to not check the validity of the arguments here or it will repeat the check for any point * to be drawn slowing down all. */ public override void DrawPoint(Pen pen, int x, int y) { Color color = pen.Color; uint offset; uint ColorDepthInBytes = (uint)Mode.ColorDepth / 8; /* * For now we can Draw only if the ColorDepth is 32 bit, we will throw otherwise. * * How to support other ColorDepth? The offset calculation should be the same (and so could be done out of the switch) * ColorDepth.ColorDepth16 and ColorDepth.ColorDepth8 need a conversion from color (an ARGB32 color) to the RGB16 and RGB8 * how to do this conversion faster maybe using pre-computed tables? What happens if the color cannot be converted? We will throw? */ switch (Mode.ColorDepth) { case ColorDepth.ColorDepth32: offset = (uint)GetPointOffset(x, y); Global.mDebugger.SendInternal($"Drawing Point of color {color} at offset {offset}"); VBEDriver.SetVRAM(offset, (uint)color.ToArgb()); Global.mDebugger.SendInternal("Point drawn"); break; case ColorDepth.ColorDepth24: offset = (uint)GetPointOffset(x, y); Global.mDebugger.SendInternal($"Drawing Point of color {color} at offset {offset}"); VBEDriver.SetVRAM(offset, (((uint)color.R * 1000 + color.G) * 1000 + color.B)); Global.mDebugger.SendInternal("Point drawn"); break; default: string errorMsg = "DrawPoint() with ColorDepth " + (int)Mode.ColorDepth + " not yet supported"; throw new NotImplementedException(errorMsg); } } public override void DrawPoint(Pen pen, float x, float y) { throw new NotImplementedException(); } /* This is just temp */ public override void DrawArray(Color[] colors, int x, int y, int width, int height) { ThrowIfCoordNotValid(x, y); ThrowIfCoordNotValid(x + width, y + height); for (int i = 0; i < x; i++) { for (int ii = 0; ii < y; ii++) { DrawPoint(new Pen(colors[i + (ii * width)]), i, ii); } } } private int GetPointOffset(int x, int y) { Global.mDebugger.SendInternal($"Computing offset for coordinates {x},{y}"); int xBytePerPixel = (int)Mode.ColorDepth / 8; int stride = (int)Mode.ColorDepth / 8; int pitch = Mode.Columns * xBytePerPixel; return (x * stride) + (y * pitch); } public override void DrawFilledRectangle(Pen pen, int x, int y, int width, int height) { int xOffset = GetPointOffset(x, y); int xScreenWidthInPixel = Mode.Columns * ((int)Mode.ColorDepth / 8); for (int i = 0; i < height; i++) { VBEDriver.ClearVRAM((i * xScreenWidthInPixel) + xOffset, width, pen.Color.ToArgb()); } } public override void DrawImage(Image image, int x, int y) { var xBitmap = image.rawData; var xWidht = (int)image.Width; var xHeight = (int)image.Height; int xOffset = GetPointOffset(x, y); int xScreenWidthInPixel = Mode.Columns * ((int)Mode.ColorDepth / 8); Global.mDebugger.SendInternal($"Drawing image of size {image.Width}x{image.Height} array size {image.rawData.Length}"); for (int i = 0; i < xHeight; i++) { VBEDriver.CopyVRAM((i * xScreenWidthInPixel) + xOffset, xBitmap, (i * xWidht), xWidht); } Global.mDebugger.SendInternal("Done"); } #endregion #region Reading public override Color GetPointColor(int x, int y) { uint pitch; uint stride; uint offset; uint ColorDepthInBytes = (uint)Mode.ColorDepth / 8; Global.mDebugger.SendInternal("Computing offset..."); pitch = (uint)Mode.Columns * ColorDepthInBytes; stride = ColorDepthInBytes; //offset = ((uint)x * pitch) + ((uint)y * stride); offset = ((uint)x * stride) + ((uint)y * pitch); Global.mDebugger.SendInternal($"Getting color from point at offset {offset}"); return Color.FromArgb(VBEDriver.GetVRAM(offset)); } #endregion } }