Add some code structure for future triangle rendering
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5 changed files with 139 additions and 1 deletions
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;;; -*- Mode: asm; indent-tabs-mode: t; tab-width: 8 -*-
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;;Not values but register position in memory
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;; F4 - EB
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X_end = $EF
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Y_end = $F0
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dx = $F3
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17
wip-hugo/routines/triangle/triangle.inc
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17
wip-hugo/routines/triangle/triangle.inc
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;;The triangles 3 corner-positions, they may be in any given order.
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A_X = $EA
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A_Y = $E9
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B_X = $E8
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B_Y = $E7
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C_X = $E6
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C_Y = $E5
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;; Differense in height (after these points have been sorted look in triangle.s for more detail)
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AB = $E4
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BC = $E3
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;; These come from mem.inc
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;; Takes up FF - F5
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X_pos = $FC
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Y_pos = $FB
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byte_to_paint = $FE ; Byte with one 1 that corisponds to a pixel.
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btp_mem_pos = $F9 ; 16-bit value (uses FA), byte to paint memory position
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80
wip-hugo/routines/triangle/triangle.s
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80
wip-hugo/routines/triangle/triangle.s
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.proc triangle
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;; Subroutine for drawing a filld triangle.
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;; It takes in values from A_X, A_Y, B_X, B_Y C_X, C_Y, see triangle.inc
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.include "triangle.inc"
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;; Algorithm
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;; (i) For height n it steps through Bresenham's line algorithm to know where the triangle starts and ends at height n.
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;; (ii) It draws all pixel in this given range.
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;; (iii) It change if the algorithm has hit a corner and need to change line!
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;; Implementation
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;; In the implementation the triangle split into 2 souch that (iii) can be redused to: check if the triangle has ended.
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;; Each side of the sub-triangle can have 4 posiboul states (look at how line is implemented)
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;;Lets first sort the edges such as
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;; (i) A is at the highest point
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;; (ii) B is at the middle point
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;; (iii) C is at the lowest point
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;; Lets also calculate the height-differense for the new points:
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;; * AB for differense betwean A and B
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;; * BC for differense betwean B and C
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;;AB
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SEC
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LDA B_Y
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SBC A_Y
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STA AB
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BCC AB_overflow_end
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;; A_Y > B_Y
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AB_overflow:
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EOR #$ff ; Fix byte underflow
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;; swop A and B
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LDX B_Y
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LDY A_Y
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STX A_Y
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STY B_Y
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LDX B_X
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LDY A_X
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STX A_X
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STY B_X
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AB_overflow_end:
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;;BC
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SEC
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LDA C_Y
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SBC B_Y
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STA BC
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BCC BC_overflow_end
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;; B_Y > C_Y
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BC_overflow:
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EOR #$ff ; Fix byte underflow
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;; swop A and B
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LDX C_Y
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LDY B_Y
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STX B_Y
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STY C_Y
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LDX C_X
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LDY B_X
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STX B_X
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STY C_X
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;; If this is the case A and B may be in the wrong order. Lets redo stuff from the start
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JMP triangle
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BC_overflow_end:
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draw_upper_triangle:
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# This triangle has 10 posibol cases, see table bellow
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# ----------------------------------------------------
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# | name left_side right_side |
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# ----------------------------------------------------
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# | RR right-sloaping-steep right-sloaping-steep|
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# | rR right-sloaping right-sloaping-steep|
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# | lR left-sloaping right-sloaping-steep|
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# | LR left-sloaping-steep right-sloaping-steep|
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# | rr right-sloaping right-sloaping |
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# | lr left-sloaping right-sloaping |
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# | Lr left-sloaping-steep right-sloaping |
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# | ll left-sloaping left-sloaping |
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# | Ll left-sloaping-sleep left-sloaping |
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# | LL left-sloaping-sleep left-sloaping-sleep |
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# ----------------------------------------------------
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RTS
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.endproc
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38
wip-hugo/routines/triangle/triangle_test.s
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wip-hugo/routines/triangle/triangle_test.s
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.scope triangle_test
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;; Test program that tries to draw a triangle
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.include "triangle.inc"
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LDA #$33
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STA A_X
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STA A_Y
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LDA #$55
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STA C_X
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STA C_Y
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LDA #$77
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STA B_X
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LDA #$20
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STA B_Y
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; jmp skipp_edges ; Skip drawing the edges
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;;Draw the edges (only for reference)
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edges:
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X_end = $EF
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Y_end = $F0
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;X_pos = $FC
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;Y_pos = $FB
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;;; A -- B
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Mov_16 X_pos, Y_pos, A_X, A_Y
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Mov_16 X_end, Y_end, B_X, B_Y
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jsr line
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;;; A -- C
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Mov_16 X_pos, Y_pos, A_X, A_Y
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Mov_16 X_end, Y_end, C_X, C_Y
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jsr line
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;;; B -- C
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Mov_16 X_pos, Y_pos, C_X, C_Y
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Mov_16 X_end, Y_end, B_X, B_Y
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jsr line
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skip_edges:
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;; lets draw the example triangle
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jsr triangle
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jmp exit
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.endscope
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.include "routines/memory/mem.inc"
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;;Code to run
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.include "STARTUP.s"
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.include "routines/line/line_test.s"
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;.include "routines/line/line_test.s"
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;.include "routines/memory/memcpy_test.s"
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.include "routines/triangle/triangle_test.s"
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exit:
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jmp exit
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.include "routines/line/line.s"
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.include "routines/triangle/triangle.s"
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.include "routines/memory/pixel_draw.s"
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.include "routines/memory/memset.s"
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.include "routines/memory/memcpy.s"
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