dos33fsprogs/graphics/gr/rotozoom
2021-01-20 00:26:16 -05:00
..
c00_scrn_offsets.s
decompress_fast_v2.s
empty.dsk
gr_copy.s
gr_fast_clear.s
gr_offsets.s
gr_pageflip.s
gr_plot.s
gr_scrn.s
gr.dsk
hardware.inc
hello.bas
make_sine_table.c
Makefile rotozoom: more optimizations from qkumba 2021-01-20 00:26:16 -05:00
multiply_fast.s
plasma.s rotoplasma: optimize some more 2021-01-11 12:50:14 -05:00
README
rotate_simple.s
roto.s
rotoplasma_tiny.s rotozoom: more optimizations from qkumba 2021-01-20 00:26:16 -05:00
rotoplasma.s rotoplasma: optimize some more 2021-01-11 12:50:14 -05:00
rotozoom_small.s
rotozoom_texture.s rotoplasma: optimize some more 2021-01-11 12:50:14 -05:00
rotozoom.s rotozoom: more optimizations from qkumba 2021-01-20 00:26:16 -05:00
tfv_title.inc
title.lzsa
zp.inc

40x40 lo-res rotozoomer for Apple II

by Vince "deater" Weaver	vince _at_ deater.net

Working on this as it's part of a cutscene in my TFV game.


Theory:
~~~~~~~

	In a rotozoomer you scan across the screen (in our case in
	Apple lo-res, 40x40) and for each pixel do a mapping to find
	out what color to draw it.

	In this case you have a texture, and to find what point on the
	texture maps to the screen co-ordinates you do a transform to
	rotate and scale the co-ordinates.  This usually involves some
	multiplies and some sin/cos calls.

Optimization:
~~~~~~~~~~~~~
	This effect is often done on 8-bit computers, the trick is to
	take as much work as possible out of the inner loop.
	For our case, each cycle we save in the innermost loop saves
	1600 cycles total (40x40).

	The first optimization is to note that the transform is basically
	a set of straight lines plotted across the texture.  So you can
	calculate the slope of this at the beginning (using sin/cos),
	then calculate all the points using simple add instructions.

	The code in C looks something like this.  Some extra transformation
	is done to have the center of rotation be the center of the screen
	at 20,20.


		ca = cos(theta)*scale;
		sa = sin(theta)*scale;

		cca = -20*ca;
		csa = -20*sa;

		yca=cca+ycenter;
		ysa=csa+xcenter;

		for(yy=0;yy<40;yy++) {

			xp=cca+ysa;
			yp=yca-csa;

			for(xx=0;xx<40;xx++) {

				if ((xp<0) || (xp>39)) color=0;
				else if ((yp<0) || (yp>39)) color=0;
				else {
					color=scrn_page(xp,yp,PAGE2);
				}

				color_equals(color);
				plot(xx,yy);
				xp=xp+ca;
				yp=yp-sa;
			}
			yca+=ca;
			ysa+=sa;
		}



Apple II/6502 optimizations
~~~~~~~~~~~~~~~~~~~~~~~~~~~
	+ We use an optimized multiply routine (using subtractions of
		squares) to do 8.8 fixed point signed multiply
	+ We use lookup tables for sin() [and save space by using an
		offset into the sin() table for cos()]
	+ We use 8.8 fixed point values for math, even though that's
		a bit slow on an 8-bit processor like the 6502
	+ Apple II screen-read/pixel plotting is a pain as memory is not
		linear and has holes in it.  We use lookup tables
		to calculate the address for each line
	+ Apple II lores mode lines are grouped together into the 
		top/bottom nibbles of a byte.  So typically to draw
		an arbitrary pixel you have to read the old value, mask
		off top or bottom, then OR in the new value.
		Our code avoids this... since we are drawing the entire
		screen destructively we don't have to save old values
		when drawing the bytes.
	+ In addition, we unroll the Y loop by one which allows us to 
		have custom code for odd/even rows which allow optimizing
		away a lot of conditional code


Notes on making it even faster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	There are other lo-res rotozoomer implementations.
	They are faster too, but because they don't usually do full 40x40
	resolution.

	+ If we used a smaller texture (rather than 40x40) things would
		be much faster.  Other demos use 20x20 which would be
		blockier but also 4x faster

	+ If we wrapped the texture at the edges (instead of filling with
		a solid color out of bounds) we could save at least 20
		cycles, which would improve the frame rate.