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Chapter 37
Dead Cats and Lightning Lines

Optimizing Run-Length Slice Line Drawing in a Major Way

As I write this, the wife, the kid, and I are in the throes of yet another lightning-quick transcontinental move, this time to Redmond, Washington, to work for You Know Who. Moving is never fun, but what makes it worse for us is the pets. Getting them into kennels and to the airport is hard; there’s always the possibility that they might not be allowed to fly because of the weather; and, worst of all, they might not make it. Animals don’t usually end up injured or dead, but it does happen.

In a (not notably successful) effort to cheer me up about the prospect of shipping my animals, a friend told me the following story, which he swears actually happened to a friend of his. I don’t know—to me, it has the ring of an urban legend, which is to say it makes a good story, but you can never track down the person it really happened to; it’s always a friend of a friend. But maybe it is true, and anyway, it’s a good story.

This friend of a friend (henceforth referred to as FOF), worked in an air-freight terminal. Consequently, he handled a lot of animals, which was fine by him, because he liked animals; in fact, he had quite a few cats at home. You can imagine his dismay when, one day, he took a kennel off the plane to find that the cat it carried was quite thoroughly dead. (No, it wasn’t resting, nor pining for the fjords; this cat was bloody deceased.)

FOF knew how upset the owner would be, and came up with a plan to make everything better. At home, he had a cat of the same size, shape, and markings. He would substitute that cat, and since all cats treat all humans with equal disdain, the owner would never know the difference, and would never suffer the trauma of the loss of her cat. So FOF drove home, got his cat, put it in the kennel, and waited for the owner to show up—at which point, she took one look at the kennel and said, “This isn’t my cat. My cat is dead.”

As it turned out, she had shipped her recently deceased feline home to be buried. History does not record how our FOF dug himself out of this one.

Okay, but what’s the point? The point is, if it isn’t broken, don’t fix it. And if it is broken, maybe that’s all right, too. Which brings us, neat as a pin, to the topic of drawing lines in a serious hurry.

Fast Run-Length Slice Line Drawing

In the last chapter, we examined the principles of run-length slice line drawing, which draws lines a run at a time rather than a pixel at a time, a run being a series of pixels along the major (longer) axis. It’s time to turn theory into useful practice by developing a fast assembly version. Listing 37.1 is the assembly version, in a form that’s plug-compatible with the C code from the previous chapter.

LISTING 37.1 L37-1.ASM

; Fast run-length slice line drawing implementation for mode 0×13, the VGA’s
; 320×200 256-color mode.
; Draws a line between the specified endpoints in color Color.
; C near-callable as:
;  void LineDraw(int XStart, int YStart, int XEnd, int YEnd, int Color)
; Tested with TASM

SCREEN_WIDTH       equ 320
SCREEN_SEGMENT     equ 0a000h
    .model  small
    .code

; Parameters to call.
parms   struc
           dw    ?              ;pushed BP
           dw    ?              ;pushed return address
XStart     dw    ?              ;X start coordinate of line
YStart     dw    ?              ;Y start coordinate of line
XEnd       dw    ?              ;X end coordinate of line
YEnd       dw    ?              ;Y end coordinate of line
Color      db    ?              ;color in which to draw line
           db    ?              ;dummy byte because Color is really a word
parms ends

; Local variables.
AdjUp          equ -2          ;error term adjust up on each advance
AdjDown        equ -4          ;error term adjust down when error term turns over
WholeStep      equ -6          ;minimum run length
XAdvance       equ -8          ;1 or -1, for direction in which X advances
LOCAL_SIZE     equ  8
    public  _LineDraw
_LineDraw   proc  near
      cld
      push        bp                  ;preserve caller’s stack frame
      mov         bp,sp               ;point to our stack frame
      sub sp,     LOCAL_SIZE          ;allocate space for local variables
      push        si                  ;preserve C register variables
      push        di
      push        ds                  ;preserve caller’s DS
; We’ll draw top to bottom, to reduce the number of cases we have to handle,
; and to make lines between the same endpoints always draw the same pixels.
      mov         ax,[bp].YStart
      cmp         ax,[bp].YEnd
      jle         LineIsTopToBottom
      xchg        [bp].YEnd,ax;          swap endpoints
      mov         [bp].YStart,ax
      movbx,      [bp].XStart
      xchg        [bp].XEnd,bx
      mov         [bp].XStart,bx
LineIsTopToBottom:
; Point DI to the first pixel to draw.
      mov         dx,SCREEN_WIDTH
      mul         dx                    ;YStart * SCREEN_WIDTH
      mov         si,[bp].XStart
      mov         di,si
      add         di,ax                 ;DI = YStart * SCREEN_WIDTH + XStart
                                        ; = offset of initial pixel
; Figure out how far we’re going vertically (guaranteed to be positive).
      mov         cx,[bp].YEnd
      sub         cx,[bp].YStart        ;CX = YDelta
; Figure out whether we’re going left or right, and how far we’re going
; horizontally. In the process, special-case vertical lines, for speed and
; to avoid nasty boundary conditions and division by 0.
      mov         dx,[bp].XEnd
      sub         dx,si                 ;XDelta
      jnz         NotVerticalLine       ;XDelta == 0 means vertical line
                                        ;it is a vertical line
                                        ;yes, special case vertical line
      mov         ax,SCREEN_SEGMENT
      mov         ds,ax                 ;point DS:DI to the first byte to draw
      mov         al,[bp].Color
VLoop:
      mov         [di],al
      add         di,SCREEN_WIDTH
      dec         cx
      jns         VLoop
      jmp         Done
; Special-case code for horizontal lines.
      align       2
IsHorizontalLine:
      mov         ax,SCREEN_SEGMENT
      mov         es,ax                 ;point ES:DI to the first byte to draw
      mov         al,[bp].Color
      mov         ah,al                 ;duplicate in high byte for word access
      and         bx,bx                 ;left to right?
      jns         DirSet                ;yes
      sub         di,dx                 ;currently right to left, point to left
                                        ; end so we can go left to right
                                        ; (avoids unpleasantness withright to
                                        ;  left REP STOSW)
DirSet:
      mov         cx,dx
      inc         cx                    ;# of pixels to draw
      shr         cx,1                  ;# of words to draw
      rep         stosw                 ;do as many words as possible
      adc         cx,cx
      rep         stosb                 ;do the odd byte, if there is one
      jmp         Done
; Special-case code for diagonal lines.
      align       2
IsDiagonalLine:
      mov         ax,SCREEN_SEGMENT
      mov         ds,ax                 ;point DS:DI to the first byte to draw
      mov         al,[bp].Color
      add         bx,SCREEN_WIDTH       ;advance distance from one pixel to next
DLoop:
      mov         [di],al
      add         di,bx
      dec         cx
      jns         DLoop
      jmp         Done

      align       2
NotVerticalLine:
      mov         bx,1                  ;assume left to right, so XAdvance = 1
                                        ;***leaves flags unchanged***
      jns         LeftToRight           ;left to right, all set
      neg         bx                    ;right to left, so XAdvance = -1
      neg         dx                    ;|XDelta|
LeftToRight:
; Special-case horizontal lines.
            and       cx,cx             ;YDelta == 0?
            jz        IsHorizontalLine  ;yes




; Special-case diagonal lines.
      cmp         cx,dx                 ;YDelta == XDelta?
      jz         IsDiagonalLine         ;yes
; Determine whether the line is X or Y major, and handle accordingly.
      cmp         dx,cx
      jae         XMajor
           jmp         YMajor
; X-major (more horizontal than vertical) line.
      align       2
XMajor:
      mov         ax,SCREEN_SEGMENT
      mov         es,ax                 ;point ES:DI to the first byte to draw
      and         bx,bx                 ;left to right?
      jns         DFSet                 ;yes, CLD is already set
      std                               ;right to left, so draw backwards
DFSet:
      mov         ax,dx                 ;XDelta
      sub         dx,dx                 ;prepare for division
      div         cx                    ;AX = XDelta/YDelta
                                        ; (minimum # of pixels in a run in this line)
                                        ;DX = XDelta % YDelta
      mov         bx,dx                 ;error term adjust each time Y steps by 1;
      add         bx,bx                 ; used to tell when one extra pixel should be
      mov         [bp].AdjUp,bx         ; drawn as part of a run, to account for
                                        ; fractional steps along the X axis per
                                        ; 1-pixel steps along Y
      mov         si,cx                 ;error term adjust when the error term turns
      add         si,si                 ; over, used to factor out the X step made at
      mov         [bp].AdjDown,si       ; that time
; Initial error term; reflects an initial step of 0.5 along the Y axis.
      sub         dx,si                 ;(XDelta % YDelta) - (YDelta * 2)
                                        ;DX = initial error term
; 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.
      mov         si,cx                 ;SI = YDelta
      mov         cx,ax                 ;whole step (minimum run length)
      shr         cx,1
      inc         cx                    ;initial pixel count = (whole step / 2) + 1;
                                        ; (may be adjusted later). This is also the
                                        ; final run pixel count
      push        cx                    ;remember final run pixel count for later
; 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 there is 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.
      add         dx,si                 ;assume odd length, add YDelta to error term
                                        ; (add 0.5 of a pixel to the error term)
      test        al,1                  ;is run length even?
      jnz         XMajorAdjustDone      ;no, already did work for odd case, all set
      sub         dx,si                 ;length is even, undo odd stuff we just did
      and         bx,bx                 ;is the adjust up equal to 0?
      jnz         XMajorAdjustDone      ;no (don’t need to check for odd length,
                                        ; because of the above test)
      dec         cx                    ;both conditions met; make initial run 1
                                        ; shorter
XMajorAdjustDone:
      mov         [bp].WholeStep,ax     ;whole step (minimum run length)
      mov         al,[bp].Color         ;AL = drawing color
; Draw the first, partial run of pixels.
      rep         stosb                 ;draw the final run
      add         di,SCREEN_WIDTH       ;advance along the minor axis (Y)
; Draw all full runs.
      cmp         si,1                  ;are there more than 2 scans, so there are
                                        ; some full runs? (SI = # scans - 1)
      jna         XMajorDrawLast        ;no, no full runs
      dec         dx                    ;adjust error term by -1 so we can use
                                        ; carry test
      shr         si,1                  ;convert from scan to scan-pair count
      jnc         XMajorFullRunsOddEntry ;if there is an odd umber of scans,
                                        ; do the odd scan now
XMajorFullRunsLoop:
      mov         cx,[bp].WholeStep     ;run is at least this long
      add         dx,bx                 ;advance the error term and add an extra
      jnc         XMajorNoExtra         ; pixel if the error term so indicates
      inc         cx                    ;one extra pixel in run
      sub         dx,[bp].AdjDown       ;reset the error term
XMajorNoExtra:
      rep         stosb                 ;draw this scan line’s run
      add         di,SCREEN_WIDTH       ;advance along the minor axis (Y)
XMajorFullRunsOddEntry:                 ;enter loop here if there is an odd number
                                        ; of full runs
      mov         cx,[bp].WholeStep     ;run is at least this long
      add         dx,bx                 ;advance the error term and add an extra
      jnc         XMajorNoExtra2        ; pixel if the error term so indicates
      inc         cx                    ;one extra pixel in run
      sub         dx,[bp].AdjDown       ;reset the error term
XMajorNoExtra2:
      rep         stosb                 ;draw this scan line’s run
      add         di,SCREEN_WIDTH       ;advance along the minor axis (Y)

      dec         si
      jnz         XMajorFullRunsLoop
; Draw the final run of pixels.
XMajorDrawLast:
      pop         cx                    ;get back the final run pixel length
      rep         stosb                 ;draw the final run

      cld                               ;restore normal direction flag
      jmp         Done
; Y-major (more vertical than horizontal) line.
      align       2
YMajor:
      mov         [bp].XAdvance,bx      ;remember which way X advances
      mov         ax,SCREEN_SEGMENT
      mov         ds,ax                 ;point DS:DI to the first byte to draw
      mov         ax,cx                 ;YDelta
      mov         cx,dx                 ;XDelta
      sub         dx,dx                 ;prepare for division
      div         cx                    ;AX = YDelta/XDelta
                                        ; (minimum # of pixels in a run in this line)
                                        ;DX = YDelta % XDelta
      mov         bx,dx                 ;error term adjust each time X steps by 1;
      add         bx,bx                 ; used to tell when one extra pixel should be
      mov         [bp].AdjUp,bx         ; drawn as part of a run, to account for
                                        ; fractional steps along the Y axis per
                                        ; 1-pixel steps along X
      mov         si,cx                 ;error term adjust when the error term turns
      add         si,si                 ; over, used to factor out the Y step made at
      mov         [bp].AdjDown,si       ; that time

; Initial error term; reflects an initial step of 0.5 along the X axis.
      sub         dx,si                 ;(YDelta % XDelta) - (XDelta * 2)
                                        ;DX = initial error term
; 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.
      mov         si,cx                 ;SI = XDelta
      mov         cx,ax                 ;whole step (minimum run length)
      shr         cx,1
      inc         cx                    ;initial pixel count = (whole step / 2) + 1;
                                        ; (may be adjusted later)
      push         cx                   ;remember final run pixel count for later

; 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 there is 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.
      add         dx,si                 ;assume odd length, add XDelta to error term
      test        al,1                  ;is run length even?
      jnz         YMajorAdjustDone      ;no, already did work for odd case, all set
      sub         dx,si                 ;length is even, undo odd stuff we just did
      and         bx,bx                 ;is the adjust up equal to 0?
      jnz         YMajorAdjustDone      ;no (don’t need to check for odd length,
                                        ; because of the above test)
      dec         cx                    ;both conditions met; make initial run 1
                                        ; shorter
YMajorAdjustDone:
      mov         [bp].WholeStep,ax     ;whole step (minimum run length)
      mov         al,[bp].Color         ;AL = drawing color
      mov         bx,[bp].XAdvance      ;which way X advances
; Draw the first, partial run of pixels.
YMajorFirstLoop:
      mov         [di],al               ;draw the pixel
      add         di,SCREEN_WIDTH       ;advance along the major axis (Y)
      dec         cx
      jnz         YMajorFirstLoop
      add         di,bx                 ;advance along the minor axis (X)
        ; Draw all full runs.
      cmp         si,1                  ;# of full runs. Are there more than 2
                                        ; columns, so there are some full runs?
                                        ; (SI = # columns - 1)
      jna         YMajorDrawLast        ;no, no full runs
      dec         dx                    ;adjust error term by -1 so we can use
                                        ; carry test
      shr         si,1                  ;convert from column to column-pair count
      jnc         YMajorFullRunsOddEntry ;if there is an odd number of
                                        ; columns, do the odd column now
YMajorFullRunsLoop:
      mov         cx,[bp].WholeStep     ;run is at least this long
      add         dx,[bp].AdjUp         ;advance the error term and add an extra
      jnc         YMajorNoExtra         ; pixel if the error term so indicates
      inc         cx                    ;one extra pixel in run
      sub         dx,[bp].AdjDown       ;reset the error term
YMajorNoExtra:
  ;draw the run
YMajorRunLoop:
      mov         [di],al               ;draw the pixel
      add         di,SCREEN_WIDTH       ;advance along the major axis (Y)
      dec         cx
      jnz         YMajorRunLoop
      add         di,bx                 ;advance along the minor axis (X)
YMajorFullRunsOddEntry:                 ;enter loop here if there is an odd number
                                        ; of full runs
      mov         cx,[bp].WholeStep     ;run is at least this long
      add         dx,[bp].AdjUp         ;advance the error term and add an extra
      jnc         YMajorNoExtra2        ; pixel if the error term so indicates
      inc         cx                    ;one extra pixel in run
      sub         dx,[bp].AdjDown       ;reset the error term
YMajorNoExtra2:
  ;draw the run
YMajorRunLoop2:
      mov         [di],al               ;draw the pixel
      add         di,SCREEN_WIDTH       ;advance along the major axis (Y)
      dec         cx
      jnz         YMajorRunLoop2
      add         di,bx                 ;advance along the minor axis (X)

      dec         si
      jnz         YMajorFullRunsLoop
; Draw the final run of pixels.
YMajorDrawLast:
      pop         cx                    ;get back the final run pixel length
YMajorLastLoop:
      mov         [di],al               ;draw the pixel
      add         di,SCREEN_WIDTH       ;advance along the major axis (Y)
      dec         cx
      jnz         YMajorLastLoop
Done:
      pop         ds                    ;restore caller’s DS
      pop         di
      pop         si                    ;restore C register variables
      mov         sp,bp                 ;deallocate local variables
      pop         bp                    ;restore caller’s stack frame
      ret
_LineDraw   endp
      end


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Graphics Programming Black Book © 2001 Michael Abrash