198 lines
8.6 KiB
HTML
198 lines
8.6 KiB
HTML
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<html xmlns="http://www.w3.org/1999/xhtml">
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<meta name="vsisbn" content="1576101746" />
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<meta name="vstitle" content="Michael Abrash's Graphics Programming Black Book, Special Edition" />
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<meta name="vsauthor" content="Michael Abrash" />
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<meta name="vspublisher" content="The Coriolis Group" />
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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Mode X: 256-color VGA Magic</title>
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<meta name="chapter" content="47" />
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<meta name="pages" content="887-889" />
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<td width="5%" valign="top"><img src="images/i.jpg" /></td>
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<td width="95%" valign="top"><small><i>In general, performing plane-at-a-time operations can make almost any Mode X operation, at the worst, nearly as fast as the same operation in mode 13H (although this sort of Mode X programming is admittedly fairly complex). In this pursuit, it can help to organize data structures with Mode X in mind. For example, icons could be prearranged in system memory with the pixels organized into four plane-oriented sets (or, again, in four sets per scan line to avoid a fading-in effect) to facilitate copying to the screen a plane at a time with <b>REP MOVS</b></i></small></td>
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</table>
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<p><b>LISTING 47.5 L47-5.ASM</b></p>
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<pre>
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; Mode X (320x240, 256 colors) rectangle fill routine. Works on all
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; VGAs. Uses medium-speed approach that selects each plane only once
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; per rectangle; this results in a fade-in effect for large
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; rectangles. Fills up to but not including the column at EndX and the
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; row at EndY. No clipping is performed.
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; C near-callable as:
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;
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; void FillRectangleX(int StartX, int StartY, int EndX, int EndY,
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; unsigned int PageBase, int Color);
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SC_INDEX equ 03c4h ;Sequence Controller Index
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MAP_MASK equ 02h ;index in SC of Map Mask register
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SCREEN_SEG equ 0a000h ;segment of display memory in mode X
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SCREEN_WIDTH equ 80 ;width of screen in bytes from one scan line
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; to the next
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parms struc
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dw 2 dup (?) ;pushed BP and return address
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StartX dw ? ;X coordinate of upper left corner of rect
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StartY dw ? ;Y coordinate of upper left corner of rect
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EndX dw ? ;X coordinate of lower right corner of rect
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; (the row at EndX is not filled)
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EndY dw ? ;Y coordinate of lower right corner of rect
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; (the column at EndY is not filled)
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PageBase dw ? ;base offset in display memory of page in
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; which to fill rectangle
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Color dw ? ;color in which to draw pixel
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parms ends
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StartOffset equ -2 ;local storage for start offset of rectangle
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Width equ -4 ;local storage for address width of rectangle
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Height equ -6 ;local storage for height of rectangle
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PlaneInfo equ -8 ;local storage for plane # and plane mask
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STACK_FRAME_SIZE equ 8
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.model small
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.code
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public _FillRectangleX
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_FillRectangleX proc near
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push bp ;preserve caller’s stack frame
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mov bp,sp ;point to local stack frame
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sub sp,STACK_FRAME_SIZE ;allocate space for local vars
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push si ;preserve caller’s register variables
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push di
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cld
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mov ax,SCREEN_WIDTH
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mul [bp+StartY] ;offset in page of top rectangle scan line
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mov di,[bp+StartX]
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shr di,1
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shr di,1 ;X/4 = offset of first rectangle pixel in scan
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; line
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add di,ax ;offset of first rectangle pixel in page
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add di,[bp+PageBase] ;offset of first rectangle pixel in
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; display memory
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mov ax,SCREEN_SEG
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mov es,ax ;point ES:DI to the first rectangle pixel’s
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mov [bp+StartOffset],di ; address
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mov dx,SC_INDEX ;set the Sequence Controller Index to
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mov al,MAP_MASK ; point to the Map Mask register
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out dx,al
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mov bx,[bp+EndY]
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sub bx,[bp+StartY] ;BX = height of rectangle
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jle FillDone ;skip if 0 or negative height
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mov [bp+Height],bx
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mov dx,[bp+EndX]
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mov cx,[bp+StartX]
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cmp dx,cx
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jle FillDone ;skip if 0 or negative width
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dec dx
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and cx,not 011b
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sub dx,cx
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shr dx,1
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shr dx,1
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inc dx ;# of addresses across rectangle to fill
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mov [bp+Width],dx
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mov word ptr [bp+PlaneInfo],0001h
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;lower byte = plane mask for plane 0,
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; upper byte = plane # for plane 0
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FillPlanesLoop:
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mov ax,word ptr [bp+PlaneInfo]
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mov dx,SC_INDEX+1 ;point DX to the SC Data register
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out dx,al ;set the plane for this pixel
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mov di,[bp+StartOffset] ;point ES:DI to rectangle start
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mov dx,[bp+Width]
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mov cl,byte ptr [bp+StartX]
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and cl,011b ;plane # of first pixel in initial byte
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cmp ah,cl ;do we draw this plane in the initial byte?
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jae InitAddrSet ;yes
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dec dx ;no, so skip the initial byte
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jz FillLoopBottom ;skip this plane if no pixels in it
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inc di
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InitAddrSet:
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mov cl,byte ptr [bp+EndX]
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dec cl
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and cl,011b ;plane # of last pixel in final byte
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cmp ah,cl ;do we draw this plane in the final byte?
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jbe WidthSet ;yes
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dec dx ;no, so skip the final byte
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jz FillLoopBottom ;skip this planes if no pixels in it
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WidthSet:
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mov si,SCREEN_WIDTH
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sub si,dx ;distance from end of one scan line to start
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; of next
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mov bx,[bp+Height] ;# of lines to fill
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mov al,byte ptr [bp+Color] ;color with which to fill
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FillRowsLoop:
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mov cx,dx ;# of bytes across scan line
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rep stosb ;fill the scan line in this plane
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add di,si ;point to the start of the next scan
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; line of the rectangle
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dec bx ;count down scan lines
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jnz FillRowsLoop
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FillLoopBottom:
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mov ax,word ptr [bp+PlaneInfo]
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shl al,1 ;set the plane bit to the next plane
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inc ah ;increment the plane #
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mov word ptr [bp+PlaneInfo],ax
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cmp ah,4 ;have we done all planes?
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jnz FillPlanesLoop ;continue if any more planes
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FillDone:
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pop di ;restore caller’s register variables
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pop si
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mov sp,bp ;discard storage for local variables
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pop bp ;restore caller’s stack frame
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ret
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_FillRectangleX endp
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end
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</pre>
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</center>
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<hr width="90%" size="1" noshade="noshade" />
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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