--- title: Michael Abrash's Graphics Programming Black Book, Special Edition author: Michael Abrash date: '1997-07-01' identifier: - scheme: ISBN text: 1576101746 publisher: The Coriolis Group category: 'Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development' chapter: '36' pages: 679-693 --- ## Chapter 36 -- The Good, the Bad, and the Run-Sliced ### Faster Bresenham Lines with Run-Length Slice Line Drawing Years ago, I worked at a company that asked me to write blazingly fast line-drawing code for an AutoCAD driver. I implemented the basic Bresenham's line-drawing algorithm; streamlined it as much as possible; special-cased horizontal, diagonal, and vertical lines; broke out separate, optimized routines for lines in each octant; and massively unrolled the loops. When I was done, I had line drawing down to a mere five or six instructions per pixel, and I handed the code over to the AutoCAD driver person, content in the knowledge that I had pushed the theoretical limits of the Bresenham's algorithm on the 80x86 architecture, and that this was as fast as line drawing could get on a PC. That feeling lasted for about a week, until Dave Miller, who these days is a Windows display-driver whiz at Engenious Solutions, casually mentioned Bresenham's faster run-length slice line-drawing algorithm. Remember Bill Murray's safety tip in *Ghostbusters*? It goes something like this. Harold Ramis tells the Ghostbusters not to cross the beams of the antighost guns. "Why?" Murray asks. "It would be bad," Ramis says. Murray says, "I'm fuzzy on the whole good/bad thing. What exactly do you mean by ‘bad'?" It turns out that what Ramis means by bad is basically the destruction of the universe. "Important safety tip," Murray comments dryly. I learned two important safety tips from my line-drawing experience; neither involves the possible destruction of the universe, so far as I know, but they are nonetheless worth keeping in mind. First, never, never, never think you've written the fastest possible code. Odds are, you haven't. Run your code past another good programmer, and he or she will probably say, "But why don't you do this?" and you'll realize that you could indeed do that, and your code would then be faster. Or relax and come back to your code later, and you may well see another, faster approach. There are a million ways to implement code for any task, and you can almost always find a faster way if you need to. Second, when performance matters, never have your code perform the same calculation more than once. This sounds obvious, but it's astonishing how often it's ignored. For example, consider this snippet of code: ```cpp for (i=0; i 0) { WorkingScreenPtr++; } else { WorkingScreenPtr--; } } ``` Here, the programmer knows which way the line is going before the main loop begins—but nonetheless performs that test every time through the loop, when calculating the address of the next pixel. Far better to perform the test only once, outside the loop, as shown here: ```cpp if (XDelta > 0) { for (i=0; i #define SCREEN_WIDTH 320 #define SCREEN_SEGMENT 0xA000 void DrawHorizontalRun(char far **ScreenPtr, int XAdvance, int RunLength, int Color); void DrawVerticalRun(char far **ScreenPtr, int XAdvance, int RunLength, int Color); /* Draws a line between the specified endpoints in color Color. */ void LineDraw(int XStart, int YStart, int XEnd, int YEnd, int Color) { int Temp, AdjUp, AdjDown, ErrorTerm, XAdvance, XDelta, YDelta; int WholeStep, InitialPixelCount, FinalPixelCount, i, RunLength; char far *ScreenPtr; /* We'll always draw top to bottom, to reduce the number of cases we have to handle, and to make lines between the same endpoints draw the same pixels */ if (YStart > YEnd) { Temp = YStart; YStart = YEnd; YEnd = Temp; Temp = XStart; XStart = XEnd; XEnd = Temp; } /* Point to the bitmap address first pixel to draw */ ScreenPtr = MK_FP(SCREEN_SEGMENT, YStart * SCREEN_WIDTH + XStart); /* Figure out whether we're going left or right, and how far we're going horizontally */ if ((XDelta = XEnd - XStart) < 0) { XAdvance = -1; XDelta = -XDelta; } else { XAdvance = 1; } /* Figure out how far we're going vertically */ YDelta = YEnd - YStart; /* Special-case horizontal, vertical, and diagonal lines, for speed and to avoid nasty boundary conditions and division by 0 */ if (XDelta == 0) { /* Vertical line */ for (i=0; i<=YDelta; i++) { *ScreenPtr = Color; ScreenPtr += SCREEN_WIDTH; } return; } if (YDelta == 0) { /* Horizontal line */ for (i=0; i<=XDelta; i++) { *ScreenPtr = Color; ScreenPtr += XAdvance; } return; } if (XDelta == YDelta) { /* Diagonal line */ for (i=0; i<=XDelta; i++) { *ScreenPtr = Color; ScreenPtr += XAdvance + SCREEN_WIDTH; } return; } /* Determine whether the line is X or Y major, and handle accordingly */ if (XDelta >= YDelta) { /* X major line */ /* Minimum # of pixels in a run in this line */ WholeStep = XDelta / YDelta; /* Error term adjust each time Y steps by 1; used to tell when one extra pixel should be drawn as part of a run, to account for fractional steps along the X axis per 1-pixel steps along Y */ AdjUp = (XDelta % YDelta) * 2; /* Error term adjust when the error term turns over, used to factor out the X step made at that time */ AdjDown = YDelta * 2; /* Initial error term; reflects an initial step of 0.5 along the Y axis */ ErrorTerm = (XDelta % YDelta) - (YDelta * 2); /* The initial and last runs are partial, because Y advances only 0.5 for these runs, rather than 1. Divide one full run, plus the initial pixel, between the initial and last runs */ InitialPixelCount = (WholeStep / 2) + 1; FinalPixelCount = InitialPixelCount; /* If the basic run length is even and there's no fractional advance, we have one pixel that could go to either the initial or last partial run, which we'll arbitrarily allocate to the last run */ if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) { InitialPixelCount--; } /* If there're an odd number of pixels per run, we have 1 pixel that can't be allocated to either the initial or last partial run, so we'll add 0.5 to error term so this pixel will be handled by the normal full-run loop */ if ((WholeStep & 0x01) != 0) { ErrorTerm += YDelta; } /* Draw the first, partial run of pixels */ DrawHorizontalRun(&ScreenPtr, XAdvance, InitialPixelCount, Color); /* Draw all full runs */ for (i=0; i<(YDelta-1); i++) { RunLength = WholeStep; /* run is at least this long */ /* Advance the error term and add an extra pixel if the error term so indicates */ if ((ErrorTerm += AdjUp) > 0) { RunLength++; ErrorTerm -= AdjDown; /* reset the error term */ } /* Draw this scan line's run */ DrawHorizontalRun(&ScreenPtr, XAdvance, RunLength, Color); } /* Draw the final run of pixels */ DrawHorizontalRun(&ScreenPtr, XAdvance, FinalPixelCount, Color); return; } else { /* Y major line */ /* Minimum # of pixels in a run in this line */ WholeStep = YDelta / XDelta; /* Error term adjust each time X steps by 1; used to tell when 1 extra pixel should be drawn as part of a run, to account for fractional steps along the Y axis per 1-pixel steps along X */ AdjUp = (YDelta % XDelta) * 2; /* Error term adjust when the error term turns over, used to factor out the Y step made at that time */ AdjDown = XDelta * 2; /* Initial error term; reflects initial step of 0.5 along the X axis */ ErrorTerm = (YDelta % XDelta) - (XDelta * 2); /* The initial and last runs are partial, because X advances only 0.5 for these runs, rather than 1. Divide one full run, plus the initial pixel, between the initial and last runs */ InitialPixelCount = (WholeStep / 2) + 1; FinalPixelCount = InitialPixelCount; /* If the basic run length is even and there's no fractional advance, we have 1 pixel that could go to either the initial or last partial run, which we'll arbitrarily allocate to the last run */ if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) { InitialPixelCount--; } /* If there are an odd number of pixels per run, we have one pixel that can't be allocated to either the initial or last partial run, so we'll add 0.5 to the error term so this pixel will be handled by the normal full-run loop */ if ((WholeStep & 0x01) != 0) { ErrorTerm += XDelta; } /* Draw the first, partial run of pixels */ DrawVerticalRun(&ScreenPtr, XAdvance, InitialPixelCount, Color); /* Draw all full runs */ for (i=0; i<(XDelta-1); i++) { RunLength = WholeStep; /* run is at least this long */ /* Advance the error term and add an extra pixel if the error term so indicates */ if ((ErrorTerm += AdjUp) > 0) { RunLength++; ErrorTerm -= AdjDown; /* reset the error term */ } /* Draw this scan line's run */ DrawVerticalRun(&ScreenPtr, XAdvance, RunLength, Color); } /* Draw the final run of pixels */ DrawVerticalRun(&ScreenPtr, XAdvance, FinalPixelCount, Color); return; } } /* Draws a horizontal run of pixels, then advances the bitmap pointer to the first pixel of the next run. */ void DrawHorizontalRun(char far **ScreenPtr, int XAdvance, int RunLength, int Color) { int i; char far *WorkingScreenPtr = *ScreenPtr; for (i=0; i #define GRAPHICS_MODE 0x13 #define TEXT_MODE 0x03 #define BIOS_VIDEO_INT 0x10 #define X_MAX 320 /* working screen width */ #define Y_MAX 200 /* working screen height */ extern void LineDraw(int XStart, int YStart, int XEnd, int YEnd, int Color); /* Subroutine to draw a rectangle full of vectors, of the specified * length and color, around the specified rectangle center. */ void VectorsUp(XCenter, YCenter, XLength, YLength, Color) int XCenter, YCenter; /* center of rectangle to fill */ int XLength, YLength; /* distance from center to edge of rectangle */ int Color; /* color to draw lines in */ { int WorkingX, WorkingY; /* lines from center to top of rectangle */ WorkingX = XCenter - XLength; WorkingY = YCenter - YLength; for ( ; WorkingX < ( XCenter + XLength ); WorkingX++ ) { LineDraw(XCenter, YCenter, WorkingX, WorkingY, Color); } /* lines from center to right of rectangle */ WorkingX = XCenter + XLength - 1; WorkingY = YCenter - YLength; for ( ; WorkingY < ( YCenter + YLength ); WorkingY++ ) { LineDraw(XCenter, YCenter, WorkingX, WorkingY, Color); } /* lines from center to bottom of rectangle */ WorkingX = XCenter + XLength - 1; WorkingY = YCenter + YLength - 1; for ( ; WorkingX >= ( XCenter - XLength ); WorkingX-- ) { LineDraw(XCenter, YCenter, WorkingX, WorkingY, Color); } /* lines from center to left of rectangle */ WorkingX = XCenter - XLength; WorkingY = YCenter + YLength - 1; for ( ; WorkingY >= ( YCenter - YLength ); WorkingY-- ) { LineDraw(XCenter, YCenter, WorkingX, WorkingY, Color); } } /* Sample program to draw four rectangles full of lines. */ int main() { union REGS regs; /* Set graphics mode */ regs.x.ax = GRAPHICS_MODE; int86(BIOS_VIDEO_INT, ®s, ®s); /* Draw each of four rectangles full of vectors */ VectorsUp(X_MAX / 4, Y_MAX / 4, X_MAX / 4, Y_MAX / 4, 1); VectorsUp(X_MAX * 3 / 4, Y_MAX / 4, X_MAX / 4, Y_MAX / 4, 2); VectorsUp(X_MAX / 4, Y_MAX * 3 / 4, X_MAX / 4, Y_MAX / 4, 3); VectorsUp(X_MAX * 3 / 4, Y_MAX * 3 / 4, X_MAX / 4, Y_MAX / 4, 4); /* Wait for a key to be pressed */ getch(); /* Return back to text mode */ regs.x.ax = TEXT_MODE; int86(BIOS_VIDEO_INT, ®s, ®s); } ```