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Graphics Programming


JUN91: GRAPHICS PROGRAMMING

GRAPHICS PROGRAMMING

Of Songs, Taxes, and the Simplicity of Complex Polygons

Michael Abrash

Every so often, my daughter asks me to sing her to sleep. (If you've ever heard me sing, this may cause you concern about either her hearing or her judgement, but love knows no bounds.) As any parent is well aware, singing a young child to sleep can easily take several hours, or until sunrise, which ever comes last. One night, running low on children's songs, I switched to a Beatles medley, and at long last her breathing became slow and regular. At the end, I softly sang "A Hard Day's Night," then quietly stood up to leave. As I tiptoed out, she said, in a voice not even faintly tinged with sleep, "Dad, what do they mean, 'working like a dog'? Chasing a stick? That doesn't make sense; people don't chase sticks."

That led us into a discussion of idioms, which made about as much sense to her as an explanation of quantum mechanics. Finally, I fell back on my standard explanation of the Universe, which is that a lot of the time it doesn't make sense.

As a general principle, that explanation holds up remarkably well. (In fact, having just done my taxes, I think Earth is actually run by blob-creatures from the planet Mrxx, who are helplessly doubled over with laughter at the ridiculous things they can make us do. "Let's make them get Social Security numbers for their pets next year!" they're saying right now, gasping for breath.) Occasionally, however, one has the rare pleasure of finding a corner of the Universe that makes sense, where everything fits together as if preordained.

Filling arbitrary polygons is such a case.

Filling Arbitrary Polygons

In the February column, I described three types of polygons: convex, nonconvex, and complex. The RenderMan Companion, which I mentioned last month, has an intuitive definition of convex: If a rubber band stretched around a polygon touches all vertices in the order they're defined, then the polygon is convex. If a polygon has intersecting edges, it's complex. If a polygon doesn't have intersecting edges but isn't convex, it's nonconvex. Nonconvex is a special case of complex, and convex is a special case of nonconvex. (Which, I'm well aware, makes nonconvex a lousy name--noncomplex would have been better--but I'm following X Window System nomenclature here.)

The reason for distinguishing between these three types of polygons is that the more specialized types can be filled with markedly faster approaches. Complex polygons require the slowest approach; however, that approach will serve to fill any polygon of any sort. Nonconvex polygons require less sorting, because edges never cross. Convex polygons can be filled fastest of all by simply scanning the two sides of the polygon, as we saw in March.

Before we dive into complex polygon filling, I'd like to point out that the code in this article, like all polygon filling code I've ever seen, requires that the caller describe the type of the polygon to be filled. Often, however, the caller doesn't know what type of polygon it's passing, or specifies complex for simplicity, because that will work for all polygons; in such a case, the polygon filler will use the slow complex-fill code even if the polygon is, in fact, a convex polygon.

Although I've never seen it mentioned anywhere, it is reasonably easy to determine whether a polygon specified as complex or nonconvex is actually convex. The best technique I've come up with is tracing around the polygon's boundary, counting the number of times that the boundary reverses X and Y directions. If the boundary reverses both directions no more than twice, the polygon is convex. Whether the faster drawing of convex polygons justifies the extra time required to count X and Y reversals depends on both the implementation and the number of polygons in any particular application which are specified as complex/nonconvex but are actually convex.

Active Edges

The basic premise of filling a complex polygon is that for a given scan line, we determine all intersections between the polygon's edges and that scan line and then fill the spans between the intersections, as shown in Figure 1. (Section 3.6 of Computer Graphics, second edition, by Foley and van Dam provides an overview of this and other aspects of polygon filling.) There are several rules that might be used to determine which spans are drawn and which aren't; we'll use the odd/even rule, which specifies that drawing turns on after odd-numbered intersections (first, third, and so on) and off after even-numbered intersections.

The question then becomes how we can most efficiently determine which edges cross each scan line and where. As it happens, there is a great deal of coherence from one scan line to the next in a polygon edge list, because each edge starts at a given Y coordinate and continues unbroken until it ends. In other words, edges don't leap about and stop and start randomly; the X coordinate of an edge at one scan line is a consistent delta from that edge's X coordinate at the last scan line, and that is consistent for the length of the line.

This allows us to reduce the number of edges that must be checked for intersection; on any given scan line, we only need to check for intersections with the currently active edges--edges that start on that scan line, plus all edges that start on earlier (above) scan lines and haven't ended yet--as shown in Figure 2. This suggests that we can proceed from the top scan line of the polygon to the bottom, keeping a running list of currently active edges--called the Active Edge Table (AET)--with the edges sorted in order of ascending X coordinate of intersection with the current scan line. Then we can simply fill each scan line in turn according to the list of active edges at that line.

Maintaining the AET from one scan line to the next involves three steps. First, we must add to the AET any edges that start on the current scan line, making sure to keep the AET X-sorted for efficient odd/even scanning. Second, we must remove edges that end on the current scan line. Third, we must advance the X coordinates of active edges with the same sort of error term-based, Bresenham's-like approach we used for convex polygons, again ensuring that the AET is X-sorted after advancing the edges.

Advancing the X coordinates is easy. For each edge, we'll store the current X coordinate and all required error term information, and we'll use that to advance the edge one scan line at a time; then we'll resort the AET by X coordinate as needed. Removing edges as they end is also easy; we'll just count down the length of each active edge on each scan line and remove an edge when its count reaches zero. Adding edges as their tops are encountered is a tad more complex. While there are a number of ways to do this, one particularly efficient approach is to start out by putting all the edges of the polygon, sorted by increasing Y coordinate, into a single list, called the Global Edge Table (GET). Then, as each scan line is encountered, all edges at the start of the GET that begin on the current scan line are moved to the AET; because the GET is Y-sorted, there's no need to search the entire GET. For still greater efficiency, edges in the GET that share common Y coordinates can be sorted by increasing X coordinate; this ensures that no more than one pass through the AET per scan line is ever needed when adding new edges from the GET in such a way as to keep the AET sorted in ascending X order.

What form should the GET and AET take? Linked lists of edge structures, as shown in Figure 3. With linked lists, all that's required to move edges from the GET to the AET as they become active, sort the AET, and remove edges that have been fully drawn is the exchanging of a few pointers.

In summary, we'll initially store all the polygon edges in Y-primary/X-secondary sort order in the GET, complete with initial X and Y coordinates, error terms and error term adjustments, lengths, and directions of X movement for each edge. Once the GET is built, we'll do the following:

  1. Set the current Y coordinate to the Y coordinate of the first edge in the GET.
  2. Move all edges with the current Y coordinate from the GET to the AET, removing them from the GET and maintaining the X-sorted order of the AET.
  3. Draw all odd-to-even spans in the AET at the current Y coordinate.
  4. Count down the lengths of all edges in the AET, removing any edges that are done, and advancing the X coordinates of all remaining edges in the AET by one scan line.
  5. Sort the AET in order of ascending X coordinate.
  6. Advance the current Y coordinate by one scan line.
  7. If either the AET or GET isn't empty, go to step 2.
That's really all there is to it. Compare Listing One (page 154) to the fast convex polygon filling code from March, and you'll see that, contrary to expectation, complex polygon filling is indeed one of the more sane and sensible corners of the universe.

Complex Polygon Filling: An Implementation

Listing One shows a function, FillPolygon, that fills polygons of all shapes. If CONVEX_FILL_LINKED is defined, then the fast convex fill code from March is linked in and used to draw convex polygons. Otherwise, convex polygons are handled as if they were complex. Nonconvex polygons are also handled as complex, although this is not necessary, as discussed shortly.

Listing One is a faithful implementation of the complex polygon filling approach just described, with separate functions corresponding to each of the tasks, such as building the GET and X-sorting the AET. Listing Two (page 156) provides the actual drawing code used to fill spans, built on a draw pixel routine that is the only hardware dependency in the C code. Listing Three (page 156) is the header file for the polygon filling code; note that it is an expanded version of the header file used by the fast convex polygon fill code from March. Listing Four (page 156) is a sample program that, when linked to Listings One and Two, demonstrates drawing polygons of various sorts.

Listing Four illustrates several interesting aspects of polygon filling. The first and third polygons drawn illustrate the operation of the odd/even fill rule. The second polygon drawn illustrates how holes can be created in seemingly solid objects; an edge runs from the outside of the rectangle to the inside, the edges comprising the hole are defined, and then the same edge is used to move back to the outside; because the edges join seamlessly, the rectangle appears to form a solid boundary around the hole.

The set of V-shaped polygons drawn by Listing Four demonstrate that polygons sharing common edges meet but do not overlap. This characteristic, which I discussed at length several months back, is not a trivial matter; it allows polygons to fit together without fear of overlapping or missed pixels. Listing One reflects a fairly complex rule for drawing pixels on polygon boundaries that I have devised. It's not essential that I detail that rule or its implementation in Listing One (which is fortunate, for I lack the space to do so), but it's important that you know that it exists, and that, as a result, Listing One should always fill polygons so that common boundaries and vertices are drawn once and only once. This has the side-effect for any individual polygon of not drawing pixels that lie exactly on top or right boundaries or at certain vertices.

By the way, I have not seen polygon boundary filling handled this way elsewhere. The boundary filling approach in Foley and van Dam is similar, but seems to me to not draw all boundary and vertex pixels once and only once.

More On Active Edges

Edges of zero height--horizontal edges and edges defined by two vertices at the same location--never even make it into the GET in Listing One. A polygon edge of zero height can never be an active edge, because it can never intersect a scan line; it can only run along the scan line, and the span it runs along is defined not by that edge but by the edges that connect to its endpoints.

Performance Considerations

How fast is Listing One? When drawing triangles on a 20-MHz 386, it's less than one-fifth the speed of the fast convex polygon fill code. However, most of that time is spent drawing individual pixels; when Listing Two is replaced with the fast assembler line segment drawing code in Listing Five (page 157), performance improves by two and one-half times, to about half as fast as the fast convex fill code. Even after conversion to assembly in Listing five, DrawHorizontalLineSeg still takes more than half of the total execution time, and the remaining time is spread out fairly evenly over the various subroutines in Listing One. Consequently, there's no single place in which it's possible to greatly improve performance, and the maximum additional improvement that's possible is clearly considerably less than two times; for that reason, and because of space limitations, I'm not going to convert the rest of the code to assembly. However, when filling a polygon with a great many edges, and especially one with a great many active edges at one time, relatively more time would be spent traversing the linked lists. Then conversion to assembly (which actually lends itself very nicely to linked list processing) could pay off reasonably well.

The algorithm used to X-sort the AET is an interesting performance consideration. Listing One uses a bubble sort, usually a poor choice for performance. However, bubble sorts perform well when the data are already almost sorted, and because of the X coherence of edges from one scan line to another, that's generally the case with the AET. An insertion sort might be somewhat faster, depending on the state of the AET when any particular sort occurs, but a bubble sort will generally do just fine.

An insertion sort that scans backward through the AET from the current edge rather than forward from the start of the AET could be quite a bit faster, because edges rarely move more than one or two positions through the AET. However, scanning backward requires a doubly linked list, rather than the singly linked list used in Listing One. I've chosen to use a singly linked list partly to minimize memory requirements (double-linking requires an extra pointer field) and partly because supporting back links would complicate the code a good bit. The main reason, though, is that the potential rewards for the complications of back links and insertion sorting aren't great enough; profiling a variety of polygons reveals that less than ten percent of total time is spent sorting the AET. The potential 1-5 percent speedup gained by optimizing AET sorting just isn't worth it in any but the most demanding application -- a good example of the need to keep an overall perspective when comparing the theoretical characteristics of various approaches.

Nonconvex Polygons

Nonconvex polygons can be filled somewhat faster than complex polygons. Because edges never cross or switch positions with other edges once they're in the AET, the AET for a nonconvex polygon needs to be sorted only when new edges are added. In order for this to work, though, edges must be added to the AET in strict left-to-right order. Complications arise when dealing with two edges that start at the same point, because slopes must be compared to determine which edge is leftmost. This is certainly doable, but because of space limitations and limited performance returns, I haven't implemented this in Listing One.

Coming Up

Next time, we may do some 256-color animation. Or we may poke into the innards of the new 15-bpp VGAs. Or perhaps we'll take a look at RenderMan. Who knows? If you have any preferences, by all means drop me a line.


_GRAPHICS PROGRAMMING COLUMN_
by Michael Abrash


[LISTING ONE]
<a name="0172_000c">

/* Color-fills an arbitrarily-shaped polygon described by VertexList.
If the first and last points in VertexList are not the same, the path
around the polygon is automatically closed. All vertices are offset
by (XOffset, YOffset). Returns 1 for success, 0 if memory allocation
failed. All C code tested with Turbo C++.
If the polygon shape is known in advance, speedier processing may be
enabled by specifying the shape as follows: "convex" - a rubber band
stretched around the polygon would touch every vertex in order;
"nonconvex" - the polygon is not self-intersecting, but need not be
convex; "complex" - the polygon may be self-intersecting, or, indeed,
any sort of polygon at all. Complex will work for all polygons; convex
is fastest. Undefined results will occur if convex is specified for a
nonconvex or complex polygon.
Define CONVEX_CODE_LINKED if the fast convex polygon filling code from
the February 1991 column is linked in. Otherwise, convex polygons are
handled by the complex polygon filling code.
Nonconvex is handled as complex in this implementation. See text for a
discussion of faster nonconvex handling */

#include <stdio.h>
#include <math.h>
#ifdef __TURBOC__
#include <alloc.h>
#else    /* MSC */
#include <malloc.h>
#endif
#include "polygon.h"

#define SWAP(a,b) {temp = a; a = b; b = temp;}

struct EdgeState {
   struct EdgeState *NextEdge;
   int X;
   int StartY;
   int WholePixelXMove;
   int XDirection;
   int ErrorTerm;
   int ErrorTermAdjUp;
   int ErrorTermAdjDown;
   int Count;
};

extern void DrawHorizontalLineSeg(int, int, int, int);
extern int FillConvexPolygon(struct PointListHeader *, int, int, int);
static void BuildGET(struct PointListHeader *, struct EdgeState *,
   int, int);
static void MoveXSortedToAET(int);
static void ScanOutAET(int, int);
static void AdvanceAET(void);
static void XSortAET(void);

/* Pointers to global edge table (GET) and active edge table (AET) */
static struct EdgeState *GETPtr, *AETPtr;

int FillPolygon(struct PointListHeader * VertexList, int Color,
      int PolygonShape, int XOffset, int YOffset)
{
   struct EdgeState *EdgeTableBuffer;
   int CurrentY;

#ifdef CONVEX_CODE_LINKED
   /* Pass convex polygons through to fast convex polygon filler */
   if (PolygonShape == CONVEX)
      return(FillConvexPolygon(VertexList, Color, XOffset, YOffset));
#endif

   /* It takes a minimum of 3 vertices to cause any pixels to be
      drawn; reject polygons that are guaranteed to be invisible */
   if (VertexList->Length < 3)
      return(1);
   /* Get enough memory to store the entire edge table */
   if ((EdgeTableBuffer =
         (struct EdgeState *) (malloc(sizeof(struct EdgeState) *
         VertexList->Length))) == NULL)
      return(0);  /* couldn't get memory for the edge table */
   /* Build the global edge table */
   BuildGET(VertexList, EdgeTableBuffer, XOffset, YOffset);
   /* Scan down through the polygon edges, one scan line at a time,
      so long as at least one edge remains in either the GET or AET */
   AETPtr = NULL;    /* initialize the active edge table to empty */
   CurrentY = GETPtr->StartY; /* start at the top polygon vertex */
   while ((GETPtr != NULL) || (AETPtr != NULL)) {
      MoveXSortedToAET(CurrentY);  /* update AET for this scan line */
      ScanOutAET(CurrentY, Color); /* draw this scan line from AET */
      AdvanceAET();                /* advance AET edges 1 scan line */
      XSortAET();                  /* resort on X */
      CurrentY++;                  /* advance to the next scan line */
   }
   /* Release the memory we've allocated and we're done */
   free(EdgeTableBuffer);
   return(1);
}

/* Creates a GET in the buffer pointed to by NextFreeEdgeStruc from
   the vertex list. Edge endpoints are flipped, if necessary, to
   guarantee all edges go top to bottom. The GET is sorted primarily
   by ascending Y start coordinate, and secondarily by ascending X
   start coordinate within edges with common Y coordinates */
static void BuildGET(struct PointListHeader * VertexList,
      struct EdgeState * NextFreeEdgeStruc, int XOffset, int YOffset)
{
   int i, StartX, StartY, EndX, EndY, DeltaY, DeltaX, Width, temp;
   struct EdgeState *NewEdgePtr;
   struct EdgeState *FollowingEdge, **FollowingEdgeLink;
   struct Point *VertexPtr;

   /* Scan through the vertex list and put all non-0-height edges into
      the GET, sorted by increasing Y start coordinate */
   VertexPtr = VertexList->PointPtr;   /* point to the vertex list */
   GETPtr = NULL;    /* initialize the global edge table to empty */
   for (i = 0; i < VertexList->Length; i++) {
      /* Calculate the edge height and width */
      StartX = VertexPtr[i].X + XOffset;
      StartY = VertexPtr[i].Y + YOffset;
      /* The edge runs from the current point to the previous one */
      if (i == 0) {
         /* Wrap back around to the end of the list */
         EndX = VertexPtr[VertexList->Length-1].X + XOffset;
         EndY = VertexPtr[VertexList->Length-1].Y + YOffset;
      } else {
         EndX = VertexPtr[i-1].X + XOffset;
         EndY = VertexPtr[i-1].Y + YOffset;
      }
      /* Make sure the edge runs top to bottom */
      if (StartY > EndY) {
         SWAP(StartX, EndX);
         SWAP(StartY, EndY);
      }
      /* Skip if this can't ever be an active edge (has 0 height) */
      if ((DeltaY = EndY - StartY) != 0) {
         /* Allocate space for this edge's info, and fill in the
            structure */
         NewEdgePtr = NextFreeEdgeStruc++;
         NewEdgePtr->XDirection =   /* direction in which X moves */
               ((DeltaX = EndX - StartX) > 0) ? 1 : -1;
         Width = abs(DeltaX);
         NewEdgePtr->X = StartX;
         NewEdgePtr->StartY = StartY;
         NewEdgePtr->Count = DeltaY;
         NewEdgePtr->ErrorTermAdjDown = DeltaY;
         if (DeltaX >= 0)  /* initial error term going L->R */
            NewEdgePtr->ErrorTerm = 0;
         else              /* initial error term going R->L */
            NewEdgePtr->ErrorTerm = -DeltaY + 1;
         if (DeltaY >= Width) {     /* Y-major edge */
            NewEdgePtr->WholePixelXMove = 0;
            NewEdgePtr->ErrorTermAdjUp = Width;
         } else {                   /* X-major edge */
            NewEdgePtr->WholePixelXMove =
                  (Width / DeltaY) * NewEdgePtr->XDirection;
            NewEdgePtr->ErrorTermAdjUp = Width % DeltaY;
         }
         /* Link the new edge into the GET so that the edge list is
            still sorted by Y coordinate, and by X coordinate for all
            edges with the same Y coordinate */
         FollowingEdgeLink = &GETPtr;
         for (;;) {
            FollowingEdge = *FollowingEdgeLink;
            if ((FollowingEdge == NULL) ||
                  (FollowingEdge->StartY > StartY) ||
                  ((FollowingEdge->StartY == StartY) &&
                  (FollowingEdge->X >= StartX))) {
               NewEdgePtr->NextEdge = FollowingEdge;
               *FollowingEdgeLink = NewEdgePtr;
               break;
            }
            FollowingEdgeLink = &FollowingEdge->NextEdge;
         }
      }
   }
}

/* Sorts all edges currently in the active edge table into ascending
   order of current X coordinates */
static void XSortAET() {
   struct EdgeState *CurrentEdge, **CurrentEdgePtr, *TempEdge;
   int SwapOccurred;

   /* Scan through the AET and swap any adjacent edges for which the
      second edge is at a lower current X coord than the first edge.
      Repeat until no further swapping is needed */
   if (AETPtr != NULL) {
      do {
         SwapOccurred = 0;
         CurrentEdgePtr = &AETPtr;
         while ((CurrentEdge = *CurrentEdgePtr)->NextEdge != NULL) {
            if (CurrentEdge->X > CurrentEdge->NextEdge->X) {
               /* The second edge has a lower X than the first;
                  swap them in the AET */
               TempEdge = CurrentEdge->NextEdge->NextEdge;
               *CurrentEdgePtr = CurrentEdge->NextEdge;
               CurrentEdge->NextEdge->NextEdge = CurrentEdge;
               CurrentEdge->NextEdge = TempEdge;
               SwapOccurred = 1;
            }
            CurrentEdgePtr = &(*CurrentEdgePtr)->NextEdge;
         }
      } while (SwapOccurred != 0);
   }
}

/* Advances each edge in the AET by one scan line.
   Removes edges that have been fully scanned. */
static void AdvanceAET() {
   struct EdgeState *CurrentEdge, **CurrentEdgePtr;

   /* Count down and remove or advance each edge in the AET */
   CurrentEdgePtr = &AETPtr;
   while ((CurrentEdge = *CurrentEdgePtr) != NULL) {
      /* Count off one scan line for this edge */
      if ((--(CurrentEdge->Count)) == 0) {
         /* This edge is finished, so remove it from the AET */
         *CurrentEdgePtr = CurrentEdge->NextEdge;
      } else {
         /* Advance the edge's X coordinate by minimum move */
         CurrentEdge->X += CurrentEdge->WholePixelXMove;
         /* Determine whether it's time for X to advance one extra */
         if ((CurrentEdge->ErrorTerm +=
               CurrentEdge->ErrorTermAdjUp) > 0) {
            CurrentEdge->X += CurrentEdge->XDirection;
            CurrentEdge->ErrorTerm -= CurrentEdge->ErrorTermAdjDown;
         }
         CurrentEdgePtr = &CurrentEdge->NextEdge;
      }
   }
}

/* Moves all edges that start at the specified Y coordinate from the
   GET to the AET, maintaining the X sorting of the AET. */
static void MoveXSortedToAET(int YToMove) {
   struct EdgeState *AETEdge, **AETEdgePtr, *TempEdge;
   int CurrentX;

   /* The GET is Y sorted. Any edges that start at the desired Y
      coordinate will be first in the GET, so we'll move edges from
      the GET to AET until the first edge left in the GET is no longer
      at the desired Y coordinate. Also, the GET is X sorted within
      each Y coordinate, so each successive edge we add to the AET is
      guaranteed to belong later in the AET than the one just added */
   AETEdgePtr = &AETPtr;
   while ((GETPtr != NULL) && (GETPtr->StartY == YToMove)) {
      CurrentX = GETPtr->X;
      /* Link the new edge into the AET so that the AET is still
         sorted by X coordinate */
      for (;;) {
         AETEdge = *AETEdgePtr;
         if ((AETEdge == NULL) || (AETEdge->X >= CurrentX)) {
            TempEdge = GETPtr->NextEdge;
            *AETEdgePtr = GETPtr;  /* link the edge into the AET */
            GETPtr->NextEdge = AETEdge;
            AETEdgePtr = &GETPtr->NextEdge;
            GETPtr = TempEdge;   /* unlink the edge from the GET */
            break;
         } else {
            AETEdgePtr = &AETEdge->NextEdge;
         }
      }
   }
}

/* Fills the scan line described by the current AET at the specified Y
   coordinate in the specified color, using the odd/even fill rule */
static void ScanOutAET(int YToScan, int Color) {
   int LeftX;
   struct EdgeState *CurrentEdge;

   /* Scan through the AET, drawing line segments as each pair of edge
      crossings is encountered. The nearest pixel on or to the right
      of left edges is drawn, and the nearest pixel to the left of but
      not on right edges is drawn */
   CurrentEdge = AETPtr;
   while (CurrentEdge != NULL) {
      LeftX = CurrentEdge->X;
      CurrentEdge = CurrentEdge->NextEdge;
      DrawHorizontalLineSeg(YToScan, LeftX, CurrentEdge->X-1, Color);
      CurrentEdge = CurrentEdge->NextEdge;
   }
}





<a name="0172_000d">
<a name="0172_000e">
[LISTING TWO]
<a name="0172_000e">

/* Draws all pixels in the horizontal line segment passed in, from
   (LeftX,Y) to (RightX,Y), in the specified color in mode 13h, the
   VGA's 320x200 256-color mode. Both LeftX and RightX are drawn. No
   drawing will take place if LeftX > RightX. */

#include <dos.h>
#include "polygon.h"

#define SCREEN_WIDTH    320
#define SCREEN_SEGMENT  0xA000

static void DrawPixel(int, int, int);


void DrawHorizontalLineSeg(Y, LeftX, RightX, Color) {
   int X;

   /* Draw each pixel in the horizontal line segment, starting with
      the leftmost one */
   for (X = LeftX; X <= RightX; X++)
      DrawPixel(X, Y, Color);
}

/* Draws the pixel at (X, Y) in color Color in VGA mode 13h */
static void DrawPixel(int X, int Y, int Color) {
   unsigned char far *ScreenPtr;

#ifdef __TURBOC__
   ScreenPtr = MK_FP(SCREEN_SEGMENT, Y * SCREEN_WIDTH + X);
#else    /* MSC 5.0 */
   FP_SEG(ScreenPtr) = SCREEN_SEGMENT;
   FP_OFF(ScreenPtr) = Y * SCREEN_WIDTH + X;
#endif
   *ScreenPtr = (unsigned char) Color;
}





<a name="0172_000f">
<a name="0172_0010">
[LISTING THREE]
<a name="0172_0010">

/* POLYGON.H: Header file for polygon-filling code */

#define CONVEX    0
#define NONCONVEX 1
#define COMPLEX   2

/* Describes a single point (used for a single vertex) */
struct Point {
   int X;   /* X coordinate */
   int Y;   /* Y coordinate */
};
/* Describes a series of points (used to store a list of vertices that
   describe a polygon; each vertex connects to the two adjacent
   vertices; the last vertex is assumed to connect to the first) */
struct PointListHeader {
   int Length;                /* # of points */
   struct Point * PointPtr;   /* pointer to list of points */
};
/* Describes the beginning and ending X coordinates of a single
   horizontal line (used only by fast polygon fill code) */
struct HLine {
   int XStart; /* X coordinate of leftmost pixel in line */
   int XEnd;   /* X coordinate of rightmost pixel in line */
};
/* Describes a Length-long series of horizontal lines, all assumed to
   be on contiguous scan lines starting at YStart and proceeding
   downward (used to describe a scan-converted polygon to the
   low-level hardware-dependent drawing code) (used only by fast
   polygon fill code) */
struct HLineList {
   int Length;                /* # of horizontal lines */
   int YStart;                /* Y coordinate of topmost line */
   struct HLine * HLinePtr;   /* pointer to list of horz lines */
};






<a name="0172_0011">
<a name="0172_0012">
[LISTING FOUR]
<a name="0172_0012">

/* Sample program to exercise the polygon-filling routines */

#include <conio.h>
#include <dos.h>
#include "polygon.h"

#define DRAW_POLYGON(PointList,Color,Shape,X,Y)             \
   Polygon.Length = sizeof(PointList)/sizeof(struct Point); \
   Polygon.PointPtr = PointList;                            \
   FillPolygon(&Polygon, Color, Shape, X, Y);

void main(void);
extern int FillPolygon(struct PointListHeader *, int, int, int, int);

void main() {
   int i, j;
   struct PointListHeader Polygon;
   static struct Point Polygon1[] =
         {{0,0},{100,150},{320,0},{0,200},{220,50},{320,200}};
   static struct Point Polygon2[] =
         {{0,0},{320,0},{320,200},{0,200},{0,0},{50,50},
          {270,50},{270,150},{50,150},{50,50}};
   static struct Point Polygon3[] =
         {{0,0},{10,0},{105,185},{260,30},{15,150},{5,150},{5,140},
          {260,5},{300,5},{300,15},{110,200},{100,200},{0,10}};
   static struct Point Polygon4[] =
         {{0,0},{30,-20},{30,0},{0,20},{-30,0},{-30,-20}};
   static struct Point Triangle1[] = {{30,0},{15,20},{0,0}};
   static struct Point Triangle2[] = {{30,20},{15,0},{0,20}};
   static struct Point Triangle3[] = {{0,20},{20,10},{0,0}};
   static struct Point Triangle4[] = {{20,20},{20,0},{0,10}};
   union REGS regset;

   /* Set the display to VGA mode 13h, 320x200 256-color mode */
   regset.x.ax = 0x0013;
   int86(0x10, ®set, ®set);

   /* Draw three complex polygons */
   DRAW_POLYGON(Polygon1, 15, COMPLEX, 0, 0);
   getch();    /* wait for a keypress */
   DRAW_POLYGON(Polygon2, 5, COMPLEX, 0, 0);
   getch();    /* wait for a keypress */
   DRAW_POLYGON(Polygon3, 3, COMPLEX, 0, 0);
   getch();    /* wait for a keypress */

   /* Draw some adjacent nonconvex polygons */
   for (i=0; i<5; i++) {
      for (j=0; j<8; j++) {
         DRAW_POLYGON(Polygon4, 16+i*8+j, NONCONVEX, 40+(i*60),
               30+(j*20));
      }
   }
   getch();    /* wait for a keypress */

   /* Draw adjacent triangles across the screen */
   for (j=0; j<=80; j+=20) {
      for (i=0; i<290; i += 30) {
         DRAW_POLYGON(Triangle1, 2, CONVEX, i, j);
         DRAW_POLYGON(Triangle2, 4, CONVEX, i+15, j);
      }
   }
   for (j=100; j<=170; j+=20) {
      /* Do a row of pointing-right triangles */
      for (i=0; i<290; i += 20) {
         DRAW_POLYGON(Triangle3, 40, CONVEX, i, j);
      }
      /* Do a row of pointing-left triangles halfway between one row
         of pointing-right triangles and the next, to fit between */
      for (i=0; i<290; i += 20) {
         DRAW_POLYGON(Triangle4, 1, CONVEX, i, j+10);
      }
   }
   getch();    /* wait for a keypress */

   /* Return to text mode and exit */
   regset.x.ax = 0x0003;
   int86(0x10, ®set, ®set);
}




<a name="0172_0013">
<a name="0172_0014">
[LISTING FIVE]
<a name="0172_0014">


; Draws all pixels in the horizontal line segment passed in, from
;  (LeftX,Y) to (RightX,Y), in the specified color in mode 13h, the
;  VGA's 320x200 256-color mode. No drawing will take place if
;  LeftX > RightX. Tested with TASM 2.0
; C near-callable as:
;       void DrawHorizontalLineSeg(Y, LeftX, RightX, Color);

SCREEN_WIDTH    equ     320
SCREEN_SEGMENT  equ     0a000h

Parms   struc
        dw      2 dup(?) ;return address & pushed BP
Y       dw      ?       ;Y coordinate of line segment to draw
LeftX   dw      ?       ;left endpoint of the line segment
RightX  dw      ?       ;right endpoint of the line segment
Color   dw      ?       ;color in which to draw the line segment
Parms   ends

        .model small
        .code
        public _DrawHorizontalLineSeg
        align   2
_DrawHorizontalLineSeg  proc
        push    bp              ;preserve caller's stack frame
        mov     bp,sp           ;point to our stack frame
        push    di              ;preserve caller's register variable
        cld                     ;make string instructions inc pointers
        mov     ax,SCREEN_SEGMENT
        mov     es,ax           ;point ES to display memory
        mov     di,[bp+LeftX]
        mov     cx,[bp+RightX]
        sub     cx,di           ;width of line
        jl      DrawDone        ;RightX < LeftX; no drawing to do
        inc     cx              ;include both endpoints
        mov     ax,SCREEN_WIDTH
        mul     [bp+Y]          ;offset of scan line on which to draw
        add     di,ax           ;ES:DI points to start of line seg
        mov     al,byte ptr [bp+Color] ;color in which to draw
        mov     ah,al           ;put color in AH for STOSW
        shr     cx,1            ;# of words to fill
        rep     stosw           ;fill a word at a time
        adc     cx,cx
        rep     stosb           ;draw the odd byte, if any
DrawDone:
        pop     di              ;restore caller's register variable
        pop     bp              ;restore caller's stack frame
        ret
_DrawHorizontalLineSeg  endp
        end


Copyright © 1991, Dr. Dobb's Journal


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