619 lines
25 KiB
Markdown
619 lines
25 KiB
Markdown
---
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title: Michael Abrash's Graphics Programming Black Book, Special Edition
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author: Michael Abrash
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date: '1997-07-01'
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identifier:
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- scheme: ISBN
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text: 1576101746
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publisher: The Coriolis Group
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category: 'Web and Software Development: Game Development,Web and Software Development:
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Graphics and Multimedia Development'
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chapter: '36'
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pages: 679-693
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---
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## Chapter 36 -- The Good, the Bad, and the Run-Sliced
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### Faster Bresenham Lines with Run-Length Slice Line Drawing
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Years ago, I worked at a company that asked me to write blazingly fast
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line-drawing code for an AutoCAD driver. I implemented the basic
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Bresenham's line-drawing algorithm; streamlined it as much as possible;
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special-cased horizontal, diagonal, and vertical lines; broke out
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separate, optimized routines for lines in each octant; and massively
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unrolled the loops. When I was done, I had line drawing down to a mere
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five or six instructions per pixel, and I handed the code over to the
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AutoCAD driver person, content in the knowledge that I had pushed the
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theoretical limits of the Bresenham's algorithm on the 80x86
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architecture, and that this was as fast as line drawing could get on a
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PC. That feeling lasted for about a week, until Dave Miller, who these
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days is a Windows display-driver whiz at Engenious Solutions, casually
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mentioned Bresenham's faster run-length slice line-drawing algorithm.
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Remember Bill Murray's safety tip in *Ghostbusters*? It goes something
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like this. Harold Ramis tells the Ghostbusters not to cross the beams of
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the antighost guns. "Why?" Murray asks.
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"It would be bad," Ramis says.
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Murray says, "I'm fuzzy on the whole good/bad thing. What exactly do you
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mean by ‘bad'?" It turns out that what Ramis means by bad is basically
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the destruction of the universe.
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"Important safety tip," Murray comments dryly.
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I learned two important safety tips from my line-drawing experience;
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neither involves the possible destruction of the universe, so far as I
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know, but they are nonetheless worth keeping in mind. First, never,
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never, never think you've written the fastest possible code. Odds are,
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you haven't. Run your code past another good programmer, and he or she
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will probably say, "But why don't you do this?" and you'll realize that
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you could indeed do that, and your code would then be faster. Or relax
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and come back to your code later, and you may well see another, faster
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approach. There are a million ways to implement code for any task, and
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you can almost always find a faster way if you need to.
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Second, when performance matters, never have your code perform the same
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calculation more than once. This sounds obvious, but it's astonishing
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how often it's ignored. For example, consider this snippet of code:
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```cpp
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for (i=0; i<RunLength; i++)
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{
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*WorkingScreenPtr = Color;
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if (XDelta > 0)
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{
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WorkingScreenPtr++;
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}
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else
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{
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WorkingScreenPtr--;
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}
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}
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```
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Here, the programmer knows which way the line is going before the main
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loop begins—but nonetheless performs that test every time through the
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loop, when calculating the address of the next pixel. Far better to
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perform the test only once, outside the loop, as shown here:
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```cpp
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if (XDelta > 0)
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{
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for (i=0; i<RunLength; i++)
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{
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*WorkingScreenPtr++ = Color;
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}
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}
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else
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{
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for (i=0; i<RunLength; i++)
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{
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*WorkingScreenPtr-- = Color;
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}
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}
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```
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Think of it this way: A program is a state machine. It takes a set of
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inputs and produces a corresponding set of outputs by passing through a
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set of states. Your primary job as a programmer is to implement the
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desired state machine. Your additional job as a performance programmer
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is to minimize the lengths of the paths through the state machine. This
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means performing as many tests and calculations as possible outside the
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loops, so that the loops themselves can do as little work—that is, pass
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through as few states—as possible.
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Which brings us full circle to Bresenham's run-length slice line-drawing
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algorithm, which just happens to be an excellent example of a minimized
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state machine. In case you're fuzzy on the good/bad performance thing,
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that's "good"—as in *fast*.
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### Run-Length Slice Fundamentals
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First off, I have a confession to make: I'm not sure that the algorithm
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I'll discuss is actually, precisely Bresenham's run-length slice
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algorithm. It's been a long time since I read about this algorithm; in
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the intervening years, I've misplaced Bresenham's article, and have been
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unable to unearth it. As a result, I had to derive the algorithm from
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scratch, which was admittedly more fun than reading about it, and also
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ensured that I understood it inside and out. The upshot is that what I
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discuss may or may not be Bresenham's run-length slice algorithm—but it
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surely is fast.
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The place to begin understanding the run-length slice algorithm is the
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standard Bresenham's line-drawing algorithm. (I discussed the standard
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Bresenham's line-drawing algorithm at length in the previous chapter.)
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The basis of the standard approach is stepping one pixel at a time along
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the major axis (the longer dimension of the line), while maintaining an
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integer error term that indicates at each major-axis step how close the
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line is to advancing halfway to the next pixel along the minor axis.
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Figure 36.1 illustrates standard Bresenham's line drawing. The key point
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here is that a calculation and a test are performed once for each step
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along the major axis.
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The run-length slice algorithm rotates matters 90 degrees, with
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salubrious results. The basis of the run-length slice algorithm is
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stepping one pixel at a time along the minor axis (the shorter
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dimension), while maintaining an integer error term indicating how close
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the line is to advancing an extra pixel along the major axis, as
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illustrated by Figure 36.2.
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Consider this: When you're called upon to draw a line with an
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X-dimension of 35 and a Y-dimension of 10, you have a great deal of
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information available, some of which is ignored by standard Bresenham's.
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In particular, because the slope is between 1/3 and 1/4, you know that
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every single run—a *run* being a set of pixels at the same minor-axis
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coordinate—must be either three or four pixels long. No other length is
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possible, as shown in Figure 36.3 (apart from the first and last runs,
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which are special cases that I'll discuss shortly). Therefore, for this
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line, there's no need to perform an error-term calculation and test for
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each pixel. Instead, we can just perform one test per run, to see
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whether the run is three or four pixels long, thereby eliminating about
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70 percent of the calculations in drawing this line.
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Take a moment to let the idea behind run-length slice drawing soak in.
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Periodic decisions must be made to control pixel placement. The key to
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speed is to make those decisions as infrequently and as quickly as
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possible. Of course, it will work to make a decision at each
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pixel—that's standard Bresenham's. However, most of those per-pixel
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decisions are redundant, and in fact we have enough information before
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we begin drawing to know which are the redundant decisions. Run-length
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slice drawing is exactly equivalent to standard Bresenham's, but it
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pares the decision-making process down to a minimum. It's somewhat
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analogous to the difference between finding the greatest common divisor
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of two numbers using Euclid's algorithm and finding it by trying every
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possible divisor. Both approaches produce the desired result, but that
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which takes maximum advantage of the available information and minimizes
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redundant work is preferable.
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### Run-Length Slice Implementation
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We know that for any line, a given run will always be one of two
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possible lengths. How, though, do we know which length to select?
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Surprisingly, this is easy to determine. For the following discussion,
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assume that we have a slope of 1/3.5, so that X is the major axis;
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however, the discussion also applies to Y-major lines, with X and Y
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reversed.
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The minimum possible length for any run in an X-major line is
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`int(XDelta/YDelta)`, where `XDelta` is the X-dimension of the line
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and `YDelta` is the Y-dimension. The maximum possible length is
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`int(XDelta/YDelta)+ 1`. The trick, then, is knowing which of these
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two lengths to select for each run. To see how we can make this
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selection, refer to Figure 36.4. For each one-pixel step along the minor
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axis (Y, in this case), we advance at least three pixels. The full
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advance distance along X (the major axis) is actually three-plus pixels,
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because there is also a fractional portion to the advance along X for a
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single-pixel Y step. This fractional advance is the key to deciding when
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to add an extra pixel to a run. The fraction indicates what portion of
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an extra pixel we advance along X (the major axis) during each run. If
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we keep a running sum of the fractional parts, we have a measure of how
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close we are to needing an extra pixel; when the fractional sum reaches
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1, it's time to add an extra pixel to the current run. Then, we can
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subtract 1 from the running sum (because we just advanced one pixel),
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and continue on.
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Practically speaking, however, we can't work with fractions because
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floating-point arithmetic is slow and fixed-point arithmetic is
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imprecise. Therefore, we take a cue from standard Bresenham's and scale
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all the error-term calculations up so that we can work with integers.
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The fractional X (major axis) advance per one-pixel Y (minor axis)
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advance is the fractional portion of `XDelta/YDelta`. This value is
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exactly equivalent `to (XDelta % YDelta)/YDelta`. We'll scale this up
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by multiplying it by `YDelta*2`, so that the amount by which we
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adjust the error term up for each one-pixel minor-axis advance is
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`(XDelta % YDelta)*2`.
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We'll similarly scale up the one pixel by which we adjust the error term
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down after it turns over, so our downward error-term adjustment is
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`YDelta*2`. Therefore, before drawing each run, we'll add `(XDelta %
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YDelta)*2` to the error term. If the error term runs over (reaches one
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full pixel), we'll lengthen the run by 1, and subtract `YDelta*2`
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from the error term. (All values are multiplied by 2 so that the initial
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error term, which involves a 0.5 term, can be scaled up to an integer,
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as discussed next.)
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This is not a complicated process; it involves only integer addition and
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subtraction and a single test, and it lends itself to many and varied
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optimizations. For example, you could break out hardwired optimizations
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for drawing each possible pair of run lengths. For the aforementioned
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line with a slope of 1/3.5, for example, you could have one routine
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hardwired to blast in a run of three pixels as quickly as possible, and
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another hardwired to blast in a run of four pixels. These routines would
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ideally have no looping, but rather just a series of instructions
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customized to draw the desired number of pixels at maximum speed. Each
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routine would know that the only possibilities for the length of the
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next run would be three and four, so they could increment the error
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term, then jump directly to the appropriate one of the two routines
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depending on whether the error term turned over. Properly implemented,
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it should be possible to reduce the average per-run overhead of line
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drawing to less than one branch, with only two additions and two tests
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(the number of runs must also be counted down), plus a subtraction half
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the time. On a 486, this amounts to something on the order of 150
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nanoseconds of overhead per pixel, exclusive of the time required to
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actually write the pixel to display memory.
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That's good.
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### Run-Length Slice Details
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A couple of run-length slice implementation details yet remain. First is
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the matter of how error-term turnover is detected. This is done in much
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the same way as it is with standard Bresenham's: The error term is
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maintained as a negative valve and advances for each step; when the
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error term reaches 0, it's time to add an extra pixel to the current
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run. This means that we only have to test for carry after advancing the
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error term to determine whether or not to add an extra pixel to each
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run. (Actually, the code in this chapter tests for the error term being
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greater than zero, but the assembly code in the next chapter will use
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the very efficient carry approach.)
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The second and more difficult detail is balancing the runs so that
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they're centered around the ideal line, and therefore draw the same
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pixels that standard Bresenham's would draw. If we just drew full-length
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runs from the start, we'd end up with an unbalanced line, as shown in
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Figure 36.5. Instead, we have to split the initial pixel plus one full
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run as evenly as possible between the first and last runs of the line,
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and adjust the initial error term appropriately for the initial
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half-run.
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The initial error term is advanced by one-half of the normal per-step
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fractional advance, because the initial step is only one-half pixel
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along the minor axis. This half-step gets us exactly halfway between the
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initial pixel and the next pixel along the minor axis. All the
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error-term adjustments are scaled up by two times precisely so that we
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can scale up this halved error term for the initial run by two times,
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and thereby make it an integer.
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The other trick here is that if an odd number of pixels are allocated
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between the first and last partial runs, we'll end up with an odd pixel,
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since we are unable to draw a half-pixel. This odd pixel is accounted
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for by adding half a pixel to the error term.
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That's all there is to run-length slice line drawing; the partial first
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and last runs are the only tricky part. Listing 36.1 is a run-length
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slice implementation in C. This is not an optimized implementation, nor
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is it meant to be; this listing is provided so that you can see how the
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run-length slice algorithm works. In the next chapter, I'll move on to
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an optimized version, but for now, Listing 36.1 will make it much easier
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to grasp the principles of run-length slice drawing, and to understand
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the optimized code I'll present in the next chapter.
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**LISTING 36.1 L36-1.C**
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```c
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/* Run-length slice line drawing implementation for mode 0x13, the VGA's
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320x200 256-color mode. Not optimized! Tested with Borland C++ in
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the small model. */
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#include <dos.h>
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#define SCREEN_WIDTH 320
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#define SCREEN_SEGMENT 0xA000
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void DrawHorizontalRun(char far **ScreenPtr, int XAdvance, int RunLength,
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int Color);
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void DrawVerticalRun(char far **ScreenPtr, int XAdvance, int RunLength,
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int Color);
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/* Draws a line between the specified endpoints in color Color. */
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void LineDraw(int XStart, int YStart, int XEnd, int YEnd, int Color)
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{
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int Temp, AdjUp, AdjDown, ErrorTerm, XAdvance, XDelta, YDelta;
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int WholeStep, InitialPixelCount, FinalPixelCount, i, RunLength;
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char far *ScreenPtr;
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/* We'll always draw top to bottom, to reduce the number of cases we have to
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handle, and to make lines between the same endpoints draw the same pixels */
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if (YStart > YEnd) {
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Temp = YStart;
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YStart = YEnd;
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YEnd = Temp;
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Temp = XStart;
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XStart = XEnd;
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XEnd = Temp;
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}
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/* Point to the bitmap address first pixel to draw */
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ScreenPtr = MK_FP(SCREEN_SEGMENT, YStart * SCREEN_WIDTH + XStart);
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/* Figure out whether we're going left or right, and how far we're
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going horizontally */
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if ((XDelta = XEnd - XStart) < 0)
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{
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XAdvance = -1;
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XDelta = -XDelta;
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}
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else
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{
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XAdvance = 1;
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}
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/* Figure out how far we're going vertically */
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YDelta = YEnd - YStart;
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/* Special-case horizontal, vertical, and diagonal lines, for speed
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and to avoid nasty boundary conditions and division by 0 */
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if (XDelta == 0)
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{
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/* Vertical line */
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for (i=0; i<=YDelta; i++)
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{
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*ScreenPtr = Color;
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ScreenPtr += SCREEN_WIDTH;
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}
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return;
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}
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if (YDelta == 0)
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{
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/* Horizontal line */
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for (i=0; i<=XDelta; i++)
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{
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*ScreenPtr = Color;
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ScreenPtr += XAdvance;
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}
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return;
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}
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if (XDelta == YDelta)
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{
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/* Diagonal line */
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for (i=0; i<=XDelta; i++)
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{
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*ScreenPtr = Color;
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ScreenPtr += XAdvance + SCREEN_WIDTH;
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}
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return;
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}
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/* Determine whether the line is X or Y major, and handle accordingly */
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if (XDelta >= YDelta)
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{
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/* X major line */
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/* Minimum # of pixels in a run in this line */
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WholeStep = XDelta / YDelta;
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/* Error term adjust each time Y steps by 1; used to tell when one
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extra pixel should be drawn as part of a run, to account for
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fractional steps along the X axis per 1-pixel steps along Y */
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AdjUp = (XDelta % YDelta) * 2;
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/* Error term adjust when the error term turns over, used to factor
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out the X step made at that time */
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AdjDown = YDelta * 2;
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/* Initial error term; reflects an initial step of 0.5 along the Y
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axis */
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ErrorTerm = (XDelta % YDelta) - (YDelta * 2);
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/* The initial and last runs are partial, because Y advances only 0.5
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for these runs, rather than 1. Divide one full run, plus the
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initial pixel, between the initial and last runs */
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InitialPixelCount = (WholeStep / 2) + 1;
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FinalPixelCount = InitialPixelCount;
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/* If the basic run length is even and there's no fractional
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advance, we have one pixel that could go to either the initial
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or last partial run, which we'll arbitrarily allocate to the
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last run */
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if ((AdjUp == 0) && ((WholeStep & 0x01) == 0))
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{
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InitialPixelCount--;
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}
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/* If there're an odd number of pixels per run, we have 1 pixel that can't
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be allocated to either the initial or last partial run, so we'll add 0.5
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to error term so this pixel will be handled by the normal full-run loop */
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if ((WholeStep & 0x01) != 0)
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{
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ErrorTerm += YDelta;
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}
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/* Draw the first, partial run of pixels */
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DrawHorizontalRun(&ScreenPtr, XAdvance, InitialPixelCount, Color);
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/* Draw all full runs */
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for (i=0; i<(YDelta-1); i++)
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{
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RunLength = WholeStep; /* run is at least this long */
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/* Advance the error term and add an extra pixel if the error
|
||
term so indicates */
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if ((ErrorTerm += AdjUp) > 0)
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{
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RunLength++;
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ErrorTerm -= AdjDown; /* reset the error term */
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}
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/* Draw this scan line's run */
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DrawHorizontalRun(&ScreenPtr, XAdvance, RunLength, Color);
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}
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/* Draw the final run of pixels */
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DrawHorizontalRun(&ScreenPtr, XAdvance, FinalPixelCount, Color);
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return;
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}
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else
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{
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/* Y major line */
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||
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/* Minimum # of pixels in a run in this line */
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||
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))
|
||
{
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||
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<RunLength; i++)
|
||
{
|
||
*WorkingScreenPtr = Color;
|
||
WorkingScreenPtr += XAdvance;
|
||
}
|
||
/* Advance to the next scan line */
|
||
WorkingScreenPtr += SCREEN_WIDTH;
|
||
*ScreenPtr = WorkingScreenPtr;
|
||
}
|
||
/* Draws a vertical run of pixels, then advances the bitmap pointer to
|
||
the first pixel of the next run. */
|
||
void DrawVerticalRun(char far **ScreenPtr, int XAdvance,
|
||
int RunLength, int Color)
|
||
{
|
||
int i;
|
||
char far *WorkingScreenPtr = *ScreenPtr;
|
||
|
||
for (i=0; i<RunLength; i++)
|
||
{
|
||
*WorkingScreenPtr = Color;
|
||
WorkingScreenPtr += SCREEN_WIDTH;
|
||
}
|
||
/* Advance to the next column */
|
||
WorkingScreenPtr += XAdvance;
|
||
*ScreenPtr = WorkingScreenPtr;
|
||
}
|
||
```
|
||
|
||
Notwithstanding that it's not optimized, Listing 36.1 is reasonably
|
||
fast. If you run Listing 36.2 (a sample line-drawing program that you
|
||
can use to test-drive Listing 36.1), you may be as surprised as I was at
|
||
how quickly the screen fills with vectors, considering that Listing 36.1
|
||
is entirely in C and has some redundant divides. Or perhaps you won't be
|
||
surprised—in which case I suggest you *not* miss the next chapter.
|
||
|
||
**LISTING 36.2 L36-2.C**
|
||
|
||
```c
|
||
/* Sample line-drawing program. Uses the optimized
|
||
line-drawing functions coded in LListing L36.1.C.
|
||
Tested with Borland C++ in the small model. */
|
||
|
||
#include <dos.h>
|
||
|
||
#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);
|
||
}
|
||
```
|