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An Implementation in C

It’s time to get down and look at some actual working code. Listing 35.1 is a C implementation of Bresenham’s line-drawing algorithm for modes 0EH, 0FH, 10H, and 12H of the VGA, called as function EVGALine. Listing 35.2 is a sample program to demonstrate the use of EVGALine.

LISTING 35.1 L35-1.C

/*
 * C implementation of Bresenham’s line drawing algorithm
 * for the EGA and VGA. Works in modes 0×E, 0×F, 0×10, and 0×12.
 *
 * Compiled with Borland C++
 *
 * By Michael Abrash
 */

#include <dos.h>     /* contains MK_FP macro */

#define EVGA_SCREEN_WIDTH_IN_BYTES     80
                                       /* memory offset from start of
                                          one row to start of next */
#define EVGA_SCREEN_SEGMENT            0×A000
                                       /* display memory segment */
#define GC_INDEX                       0×3CE
                                       /* Graphics Controller
                                          Index register port */
#define GC_DATA                        0×3CF
                                       /* Graphics Controller
                                          Data register port */
#define SET_RESET_INDEX                0  /* indexes of needed */
#define ENABLE_SET_RESET_INDEX         1  /* Graphics Controller */
#define BIT_MASK_INDEX                 8  /* registers */

/*
 * Draws a dot at (X0,Y0) in whatever color the EGA/VGA hardware is
 * set up for. Leaves the bit mask set to whatever value the
 * dot required.
 */
void EVGADot(X0, Y0)
unsigned int X0;     /* coordinates at which to draw dot, with */
unsigned int Y0;     /* (0,0) at the upper left of the screen */
{
   unsigned char far *PixelBytePtr;
   unsigned char PixelMask;

   /* Calculate the offset in the screen segment of the byte in
      which the pixel lies */
   PixelBytePtr = MK_FP(EVGA_SCREEN_SEGMENT,
      ( Y0 * EVGA_SCREEN_WIDTH_IN_BYTES ) + ( X0 / 8 ));

   /* Generate a mask with a 1 bit in the pixel’s position within the
      screen byte */
   PixelMask = 0×80 >> ( X0 & 0×07 );

   /* Set up the Graphics Controller’s Bit Mask register to allow
      only the bit corresponding to the pixel being drawn to
      be modified */
   outportb(GC_INDEX, BIT_MASK_INDEX);
   outportb(GC_DATA, PixelMask);

   /* Draw the pixel. Because of the operation of the set/reset
      feature of the EGA/VGA, the value written doesn’t matter.
      The screen byte is ORed in order to perform a read to latch the
      display memory, then perform a write in order to modify it. */
   *PixelBytePtr |= 0×FE;
}

/*
 * Draws a line in octant 0 or 3 ( |DeltaX| >= DeltaY ).
 */
void Octant0(X0, Y0, DeltaX, DeltaY, XDirection)
unsigned int X0, Y0;          /* coordinates of start of the line */
unsigned int DeltaX, DeltaY;  /* length of the line (both > 0) */
int XDirection;               /* 1 if line is drawn left to right,
                                 -1 if drawn right to left */
{
   int DeltaYx2;
   int DeltaYx2MinusDeltaXx2;
   int ErrorTerm;

   /* Set up initial error term and values used inside drawing loop */
   DeltaYx2 = DeltaY * 2;
   DeltaYx2MinusDeltaXx2 = DeltaYx2 - (int) ( DeltaX * 2 );
   ErrorTerm = DeltaYx2 - (int) DeltaX;

   /* Draw the line */
   EVGADot(X0, Y0);              /* draw the first pixel */
   while ( DeltaX— ) {
      /* See if it’s time to advance the Y coordinate */
      if ( ErrorTerm >= 0 ) {
         /* Advance the Y coordinate & adjust the error term
            back down */
         Y0++;
         ErrorTerm += DeltaYx2MinusDeltaXx2;
      } else {
         /* Add to the error term */
         ErrorTerm += DeltaYx2;
      }
      X0 += XDirection;          /* advance the X coordinate */
      EVGADot(X0, Y0);           /* draw a pixel */
   }
}

/*
 * Draws a line in octant 1 or 2 ( |DeltaX| < DeltaY ).
 */
void Octant1(X0, Y0, DeltaX, DeltaY, XDirection)
unsigned int X0, Y0;          /* coordinates of start of the line */
unsigned int DeltaX, DeltaY;  /* length of the line (both > 0) */
int XDirection;               /* 1 if line is drawn left to right,
                                 -1 if drawn right to left */
{
   int DeltaXx2;
   int DeltaXx2MinusDeltaYx2;
   int ErrorTerm;

   /* Set up initial error term and values used inside drawing loop */
   DeltaXx2 = DeltaX * 2;
   DeltaXx2MinusDeltaYx2 = DeltaXx2 - (int) ( DeltaY * 2 );
   ErrorTerm = DeltaXx2 - (int) DeltaY;

   EVGADot(X0, Y0);           /* draw the first pixel */
   while ( DeltaY— ) {
      /* See if it’s time to advance the X coordinate */
      if ( ErrorTerm >= 0 ) {
         /* Advance the X coordinate & adjust the error term
            back down */
         X0 += XDirection;
         ErrorTerm += DeltaXx2MinusDeltaYx2;
      } else {
         /* Add to the error term */
         ErrorTerm += DeltaXx2;
      }
      Y0++;                   /* advance the Y coordinate */
      EVGADot(X0, Y0);        /* draw a pixel */
   }
}

/*
 * Draws a line on the EGA or VGA.
 */
void EVGALine(X0, Y0, X1, Y1, Color)
int X0, Y0;    /* coordinates of one end of the line */
int X1, Y1;    /* coordinates of the other end of the line */
char Color;    /* color to draw line in */
{
   int DeltaX, DeltaY;
   int Temp;

   /* Set the drawing color */

   /* Put the drawing color in the Set/Reset register */
   outportb(GC_INDEX, SET_RESET_INDEX);
   outportb(GC_DATA, Color);
   /* Cause all planes to be forced to the Set/Reset color */
   outportb(GC_INDEX, ENABLE_SET_RESET_INDEX);
   outportb(GC_DATA, 0×F);

   /* Save half the line-drawing cases by swapping Y0 with Y1
      and X0 with X1 if Y0 is greater than Y1. As a result, DeltaY
      is always > 0, and only the octant 0-3 cases need to be
      handled. */
   if ( Y0 > Y1 ) {
      Temp = Y0;
      Y0 = Y1;
      Y1 = Temp;
      Temp = X0;
      X0 = X1;
      X1 = Temp;
   }

   /* Handle as four separate cases, for the four octants in which
      Y1 is greater than Y0 */
   DeltaX = X1 - X0;    /* calculate the length of the line
                           in each coordinate */
   DeltaY = Y1 - Y0;
   if ( DeltaX > 0 ) {
      if ( DeltaX > DeltaY ) {
         Octant0(X0, Y0, DeltaX, DeltaY, 1);
      } else {
         Octant1(X0, Y0, DeltaX, DeltaY, 1);
      }
   } else {
      DeltaX = -DeltaX;             /* absolute value of DeltaX */
      if ( DeltaX > DeltaY ) {
         Octant0(X0, Y0, DeltaX, DeltaY, -1);
      } else {
         Octant1(X0, Y0, DeltaX, DeltaY, -1);
      }
   }

   /* Return the state of the EGA/VGA to normal */
   outportb(GC_INDEX, ENABLE_SET_RESET_INDEX);
   outportb(GC_DATA, 0);
   outportb(GC_INDEX, BIT_MASK_INDEX);
   outportb(GC_DATA, 0×FF);
}


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Graphics Programming Black Book © 2001 Michael Abrash