; ; File: QuickPolys.a ; ; Copyright: © 1981-1990, 1992-1993 by Apple Computer, Inc., all rights reserved. ; ; Change History (most recent first): ; ; 9/12/93 SAM Changed all instances of _Translate24to32 to _rTranslate24to32 ; so they can conditionalized out of the build. ; 6/11/92 stb stb Synch with QDciPatchROM.a; added comments to ; PaintVector, SKIPSETUP, DrawPoly. ; <6> 11/26/90 SMC Fixed L-shaped polygon getting optimized out as a rectangle. ; With BAL. ; <5> 7/20/90 gbm Change some identifiers so there aren't any more conflicts ; <4> 7/11/90 gbm get rid of some assembly warnings ; <3> 4/6/90 KON Fix PaintVector so if VCount=0 it aborts. ; <2> 2/13/90 BAL Calculate initial bit offset as a long not a word to support ; large rowbytes. ; <1.5> 11/15/89 KON Changed " to ' so new UNLINK macro in colorEqu.a works properly ; <1.4> 11/2/89 BAL Changed bsr to DrawRect to be a bsr.l for the ROM link. ; <¥1.3> 7/14/89 BAL For Aurora: Final CQD ; <1.2> 6/30/89 BAL DrawPoly now returns an error code in qdErr before aborting ; <¥1.1> 5/29/89 BAL Blasting in 32-Bit QuickDraw version 1.0 Final ; <1.0> 4/12/89 BAL Blasting in 32-Bit QuickDraw 1.0B1 ; 1/22/89 BAL Made patVPos a long. ; 10/3/88 BAL Added references to DstRow. ; 9/22/88 BAL Moved initialization of region state records into GetSeek. ; 9/19/88 BAL Altered to get CRSRFLAG value from _BitsToPix ; 9/19/88 BAL Altered to use common stack frame file 'Drawing Vars.a' ; 12/2/87 AWC Macintosh II rom patch installed this date ; ;_______________________________________________________________________________________ ; This code replaces StdPoly with a version that has two important features. It does ; not use QuickDraw regions, and so does not blow up. In addition, for screen sized ; polygons it performs about 4 times faster than QuickDraw polygons. ;_______________________________________________________________________________________ ; ; modification history ; ; <02Dec87> AWC Macintosh II rom patch installed this date ; <24Mar88> PMAB440 AWC Fixed sorting problem to make QuickPolys match Classic QuickDraw; ; included QuickPolysEqu.a in QuickPolysPatch.a ; <26Mar88> PMAB444 AWC Fixed nil NewHandle bug in QuickPolys; refixed save A0 across _FixRatio ; <31Mar88> PMAB451 AWC Fixed a bug in PMAB440 above and saved registers across FixRatio ; <19Sep88> BAL Altered to get CRSRFLAG value from _BitsToPix ; <19Sep88> BAL Altered to use common stack frame file 'Drawing Vars.a' ; <22Sep88> BAL Moved initialization of region state records into GetSeek. ; <03Oct88> BAL Added references to DstRow. ; <22Jan89> BAL Made patVPos a long. ; XDrawPoly PROC EXPORT ; make sure data structures are at the global level ENDPROC ;------------------------------------------------------------- ; ; Definition of the VectorRec structure ; YVector Equ 0 XVector Equ 2 YDelta Equ 4 XDelta Equ 6 VectorSize Equ 8 ;------------------------------------------------------------- ; ; Definition of the EdgeRec structure ; NextEdge Equ 0 ; pointer to next edge PrevEdge Equ NextEdge+4 ; pointer to previous edge XValue Equ PrevEdge+4 ; current x position (Fixed) XSlope Equ XValue+4 ; slope of the line (Fixed) LastY Equ XSlope+4 ; end of the edge Sign Equ LastY+2 ; sign of the vector (+1 or -1) EdgeRecSize Equ Sign+2 ; size of the EdgeRec structure (20) ;------------------------------------------------------------- ; ; PROCEDURE SortVectors(Vectors: Ptr; VCount: integer); ; ; SortVectors performs a non-recursive QuickSort on an array of ; vectors (y,x,dy,dx). The vectors are sorted first on y and second ; on x. The differential values are not examined. This code is ; a modified version of SortPoints, found in the QuickDraw ROM. ; The vectors are placed in increasing Y.X order. See the source ; reference "Algorithms + Data Structures = Programs, p. 80" SortVectors PROC EXPORT ParamSize Equ 6 Vectors Equ ParamSize+8-4 VCount Equ Vectors-2 VarSize Equ 0 Link A6,#VarSize ; no local variables MoveM.L D3-D4/A2-A4,-(SP) ; save registers Move.L Vectors(A6),A3 ; LeftPtr := start of point array Move A3,D3 ; set up low bits for sort And #7,D3 ; AWC - #3 => #7 MoveQ #0,D0 ; clear high word Move VCount(A6),D0 ; get VCount Ble.S GoHome ; do nothing if no vectors Lsl.L #3,D0 ; AWC - #2 => #3; LineCount * 8 for bytes Move.L A3,A4 Add.L D0,A4 ; add to DstStart SubQ.L #8,A4 ; AWC - #4 => #8; RightPtr := DstEnd - 8 Move.L SP,D4 ; remember stack marker MoveM.L A3/A4,-(SP) ; push LeftPtr and RightPtr RePartition MoveM.L (SP)+,A3/A4 ; pop LeftPtr and RightPtr Split Move.L A3,A1 ; IPtr := LeftPtr Move.L A4,A2 ; JPtr := RightPtr ; Calculate MidPtr and MidPt Move.L A3,D0 ; D0 := LeftPtr + RightPtr Add.L A4,D0 RoxR.L #1,D0 ; divide by 2 for MidPtr And #$FFF8,D0 ; AWC - #$FFFC => #$FFF8; truncate to multiple of 8 bytes Or D3,D0 ; OR in low bits for vector boundary Move.L D0,A0 ; put MidPtr into A0 Move XVector(A0),D1 ; D1 := MidPt.X Move YVector(A0),D2 ; D2 := MidPt.Y Bra.S IScan ; while IPtr^ < MidPt do IPtr := IPtr + 8 NextIPtr AddQ.L #8,A1 ; AWC - #4 => #8; bump IPtr to "right" IScan Cmp YVector(A1),D2 ; is MidPt.Y > IPtr^.Y? Bgt.S NextIPtr ; yes => continue bumping Blt.S JScan ; MidPt.Y < IPtr^.Y? yes => done with IPtr Cmp XVector(A1),D1 ; sort on X - is MidPt.X > IPtr^.X? Bgt.S NextIPtr ; yes => continue bumping Bra.S JScan ; go to loop start ; while JPtr^ > MidPt do JPtr := JPtr - 8 NextJPtr SubQ.L #8,A2 ; AWC - #4 => #8; decrement JPtr JScan Cmp YVector(A2),D2 ; is JPtr^.Y > MidPt.Y? Blt.S NextJPtr ; yes => look at the next JPtr Bgt.S EndScan ; is JPtr^.Y < MidPt.Y? yes => this partition is done Cmp XVector(A2),D1 ; is JPtr^.X > MidPt.X? Blt.S NextJPtr ; yes => look at the next JPtr ; if IPtr <= JPtr then swap IPtr^ and JPtr^, and bump both pointers EndScan Cmp.L A2,A1 ; is IPtr > JPtr? Bgt.S NoSwap ; yes => all done Move.L (A1),D0 ; D0 := IPtr^ Move.L (A2),(A1) ; IPtr^ := JPtr^ Move.L D0,(A2) ; JPtr^ := D0 Move.L 4(A1),D0 ; D0 := IPtr^.dy Move.L 4(A2),4(A1) ; IPtr^.dy := JPtr^.dy Move.L D0,4(A2) ; JPtr^.dy := D0 AddQ.L #8,A1 ; IPtr := IPtr + 8 SubQ.L #8,A2 ; JPtr := JPtr - 8 ; repeat until this partitioning is complete, IPtr > JPtr NoSwap CmpA.L A2,A1 ; is IPtr > JPtr Bls.S IScan ; no => loop again ; if IPtr < RightPtr then stack request to sort right partition CmpA.L A4,A1 ; is IPtr < RightPtr? Bhs.S RightOkay ; yes => continue MoveM.L A1/A4,-(SP) ; no => PushPartition(IPtr,RightPtr) RightOkay Move.L A2,A4 ; RightPtr := JPtr CmpA.L A4,A3 ; is LeftPtr >= RightPtr? Blo.S Split ; no => partition again CmpA.L D4,SP ; is stack empty yet? Bne.S RePartition ; no => loop for more GoHome MoveM.L (SP)+,D3-D4/A2-A4 ; restore registers Unlk A6 Rtd #ParamSize ;--------------------------------------------------- ; ; PROCEDURE PaintVector(Vector:VectorArray; VCount:integer; EoFill:boolean; ; VectRect:Rect; Mode:integer; Pat:Pattern); ; PaintVector PROC EXPORT ParamSize Equ 18 Vector Equ ParamSize+8-4 VCount Equ Vector-2 EoFill Equ VCount-2 VectRect Equ EoFill-4 Mode Equ VectRect-2 Pat Equ Mode-4 IMPORT RSect,ShieldCursor,ShowCursor,TrimRect IMPORT PatExpand,ColorMap IMPORT XorSlab,DrawSlab,SlabMode,FastSlabMode IMPORT GetSeek,BitsToPix ;------------------------------------------------- ; ; A6 OFFSETS OF LOCAL VARIABLES AFTER LINK: ; ; STACK FRAME VARS USED BY SEEKMASK (CALLED BY STRETCHBITS, RGNBLT, DRAWARC, DRAWLINE) ; &CurFile SETC 'DRAWPOLY' INCLUDE 'DrawingVars.a' ;------------------------------------------------- IF &TYPE('Nil') = 'UNDEFINED' THEN Nil: Equ 0 ENDIF ; A2 Edge ; A3 Vector ; A4 NextActive ; ; D3 VCount ; D4 CurrentY ; D5 LineFlag/WrapCount ; D6 LineMove/WrapMove Link A6,#VarSize ; no local variables ; from QDciPatchROM.a at BitsToPix come-from patch to abort when there are no edges stb tst.w VCount(A6) ; is number of edges 0? <5Apr90 KON> beq abort ; <5Apr90 KON> MoveM.L D3-D7/A2-A4,-(SP) ; save registers Move.L SP,OldStacker(A6) ; save the stack pointer ;;;;; Sicko code from DrawArc CLR.L DSTMASKBUF(A6) ;ASSUME NO MASK MOVE.L GRAFGLOBALS(A5),A0 ;POINT TO QUICKDRAW GLOBALS MOVE.L THEPORT(A0),A4 ;GET CURRENT GRAFPORT TST PNVIS(A4) ;IS PNVIS NEG ? BLT GOHOME ;YES, QUIT MOVE.W MODE(A6),D1 ;get pen mode Start of <6> _GetStreamMode ;strip off alpha bits BSET #3,D1 ;set the pattern bit in case the user forgot to MOVEQ #$10,D0 ;1 past normal mode range BTST #5,D1 ;arithmetic mode? BEQ.S @noRith CMP #$3A,D1 ;hilite? BEQ.S @ok MOVEQ #$30,D0 ;1 past arithmetic mode range @noRith CMP D0,D1 ;greater than defined range? BGT GOHOME @ok MOVE D1,LOCMODE(A6) ;copy mode for colormap End of <6> LEA EXPAT(A6),A0 ;DUMMY PATTERN USED IN ONESLAB MOVE.L A0,(A0) ;POINT IT AT ITSELF CLR.l PATVPOS(A6) ;INITIALIZE IN CASE NO PATTERN CLR PATVMASK(A6) ;INITIALIZE IN CASE NO PATTERN MOVE #1,PATROW(A6) ;INITIALIZE IN CASE NO PATTERN ;---------------------------------------------------------------- ; ; MAKE SURE THE STACK IS ON A LONGWORD BOUNDARY (FOR FAST BUFFERS) ; MOVE.L SP,D1 ;GET THE STACK POINTER AND.B #$FC,D1 ;FORCE LONG ALIGNMENT MOVE.L D1,SP ;USE IT ;---------------------------------------------------- ; ; CONVERT PORTBITS TO A PIXMAP ; (A5 must contain global ptr) ; LEA PORTBITS(A4),A1 ;PUSH POINTER TO PORTBITS LEA DSTPIX(A6),A2 ;AND COPY INTO DSTPIX _BitsToPix ;CONVERT BITMAP ;FromPaintVector ;(as seen in QDciPatchROM.a) MOVE.L D1,REALBOUNDS(A6) ;SAVE REAL DST BOUNDS.TOPLEFT MOVE.B D2,CRSRFLAG(A6) ;REMEMBER IF DST IS SCREEN ;---------------------------------------------------- ; ; CONVERT PIXEL DEPTH TO SHIFT AMOUNT TO AVOID MULTIPLIES ; LEA SHFTTBL,A0 ;POINT TO SHIFT TABLE MOVE DSTPIX+PIXELSIZE(A6),D0 ;GET DST PIXEL SIZE MOVEQ #0,D1 ;DEFAULT SHIFT = 0 MOVE.B 0(A0,D0),D1 ;GET SRC SHIFT MOVE D1,DSTSHIFT(A6) ;AND SAVE DST SHIFT AMOUNT ;---------------------------------------------------------------- ; ; SET UP NEWPATTERN TO INDICATE OLD OR NEW STYLE PATTERN ; ALSO SET UP LOCAL PATTERN POINTER, LOCPAT(A6) ; MOVE.L PAT(A6),LOCPAT(A6) ;COPY PATTERN POINTER TST PORTBITS+ROWBYTES(A4) ;IS THE DST OLD OR NEW? SMI NEWPATTERN(A6) ;FLAG = TRUE IF NEW PATTERN ;---------------------------------------------------------------- ; ; ADJUST MODE AND PATTERN IF COLOR FILTERING. ; (A5 must contain global ptr) ; CLR.B multiColor(A6) ;use fg/bg color _COLORMAP ;ALTER BY THECOLOR, THEFILTER ;--------------------------------------------------------- ; ; GET CLIPRGN AND VISRGN HANDLES AND DE-REFERENCE THEM ; MOVE.L CLIPRGN(A4),A2 ;GET CLIPRGN HANDLE MOVE.L (A2),A2 ;GET CLIPRGN POINTER MOVE.L VISRGN(A4),A3 ;GET VISRGN HANDLE MOVE.L (A3),A3 ;GET VISRGN POINTER ;----------------------------------------------------------------------- ; ; CALC MINRECT, THE INTERSECTION OF DSTRECT, BITMAP BOUNDS, ; CLIPRGN BBOX, AND VISRGN BBOX. QUIT IF NO INTERSECTION. ; MOVE.L VectRect(A6),-(SP) ;PUSH VectRect PEA DSTPIX+BOUNDS(A6) ;PUSH BITMAP BOUNDS PEA RGNBBOX(A2) ;PUSH CLIPRGN BBOX PEA RGNBBOX(A3) ;PUSH VISRGN BBOX MOVE #4,-(SP) ;PUSH NRECTS=4 PEA MINRECT(A6) ;PUSH DST ADDR _RSECT ;CALC INTERSECTION BEQ GOHOME ;QUIT IF NO INTERSECT ;-------------------------------------------------- ; ; CHECK FOR BOTH VISRGN AND CLIPRGN RECTANGULAR ; CLR.B FASTFLAG(A6) ;FASTFLAG := FALSE CMP #10,RGNSIZE(A2) ;IS CLIPRGN RECTANGULAR ? BNE.S FLAGOK ;NO, CONTINUE CMP #10,RGNSIZE(A3) ;IS VISRGN RECTANGULAR ? BEQ.S CKPAT ;YES, CONTINUE ;-------------------------------------------------- ; ; If only visRgn is non-rectangular, then check if ; its intersection with minrect would be rectangular. ; IF TrimRect(visRgn,minRect) then treat as rectangular. ; MOVE.L visRgn(A4),-(SP) ;push rgnHandle PEA minRect(A6) ;push addr of minRect MOVE.W #-1,-(SP) ;pass Trim = True _TrimRect ;call trimRect BLT GOHOME ;quit if intersection empty BGT.S FLAGOK ;continue if non-rectangular ;-------------------------------------------------- ; ; CHECK FOR BLACK OR WHITE PATTERN ; CKPAT BTST #5,LocMode+1(A6) ;an arithmetic mode? BNE.S FlagOK ;skip fast case if so MOVE.L LOCPAT(A6),A0 ;POINT TO PATTERN TST.B NEWPATTERN(A6) ;is it a new pattern? BEQ.S @oldPat ;=>yes, skip pixpat fields MOVE.L (a0),a0 ;get the pixpat handle MOVE.L (a0),a0 ;get the pixpat pointer TST PATTYPE(A0) ;is it an old-style pattern? BNE.S FLAGOK ;=>no, skip fast case MOVE.L patData(a0),a0 ;get handle to pattern data MOVE.L (a0),a0 ;get pattern ptr @oldPat MOVE.L (A0)+,D0 ;GET 1ST HALF OF PATTERN CMP.L (A0)+,D0 ;IS IT SAME AS 2ND HALF ? BNE.S FLAGOK ;NO, CONTINUE NOT.L D0 ;IS PATTERN BLACK ? BEQ.S YESFLAG ;YES, WE MADE IT NOT.L D0 ;IS PATTERN WHITE ? BNE.S FLAGOK ;NO, CONTINUE EOR #4,LOCMODE(A6) ;YES, ALTER MODE AS IF BLACK YESFLAG ST FASTFLAG(A6) ;REMEMBER RECT CLIPPED AND BLACK ;-------------------------------------------------- ; ; fast case: map mode into black,xor,white, or do-nothing ; MOVEQ #7,D0 ;GET 3 BIT MASK AND LOCMODE(A6),D0 ;GET 3 BITS OF MODE MOVE.B MODEMAP(D0),D0 ;MAP TO BLACK,XOR,WHITE,NOP BMI GOHOME ;QUIT IF DO-NOTHING MODE MOVE D0,LOCMODE(A6) ;UPDATE MODE BRA.S FLAGOK ;AND CONTINUE MODEMAP DC.B 0,0,1,2,2,255,255,255 FLAGOK ;---------------------------------------------------------------- ; ; HIDE CURSOR IF CURSOR INTERSECTS MINRECT AND DST IS SCREEN. ; TST.B CRSRFLAG(A6) ;IS DST TO A SCREEN? BEQ.S NOTSCREEN ;=>NO PEA MINRECT(A6) ;PUSH SHIELDRECT PARAMETER MOVE.L REALBOUNDS(A6),-(SP) ;PUSH DELTA FOR GLOBAL _SHIELDCURSOR ;HIDE CURSOR IF IT INTERSECTS NOTSCREEN ;------------------------------------ ; ; CALC BUFLEFT ; MOVE DSTSHIFT(A6),D5 ;GET SHIFT FOR PIXEL DEPTH MOVE MINRECT+LEFT(A6),D2 ;GET MINRECT LEFT SUB DSTPIX+BOUNDS+LEFT(A6),D2 ;CONVERT TO GLOBAL COORDS EXT.L D2 ;MAKE IT A LONG LSL.L D5,D2 ;CONVERT PIXELS TO BITS AND.l #~$1f,D2 ;TRUNC TO MULT OF 32 BITS MOVE.L D2,D0 ;GET FOR PATHPOS CALC LSR.L #3,D0 ;CONVERT TO BYTES MOVE D0,PATHPOS(A6) ;SAVE FOR BIG PATTERNS LSR.L D5,D2 ;CONVERT BITS TO PIXELS ADD DSTPIX+BOUNDS+LEFT(A6),D2 ;CONVERT BACK TO GLOBAL MOVE D2,BUFLEFT(A6) ;SAVE AS BUFLEFT ; ; IF FASTFLAG, THEN SKIP REGION SETUP ; TST.B FASTFLAG(A6) ;RECT CLIPPED AND BLACK ? BNE SKIPSETUP ;YES, DON'T WASTE TIME WITH SETUP ; ; CALC expansion buffer = [ (minRect.right-minRect.left) div 32 + 1 ] * pixelsize - 1 ; CALC bufSize = [ (minRect.right-minRect.left) * pixelsize - 1 ] div 32 20Mar89 BAL ; MOVE MINRECT+RIGHT(A6),D0 ;GET MINRECT RIGHT SUB D2,D0 ;CALC MAXH-BUFLEFT move d0,d1 ;save for expansion scanline buffer ext.l d1 ;clear out high word lsl.l d5,d1 ;convert to bits subq.l #1,d1 ;force downward round LSR.l #5,D1 ;GET NUMBER OF LONGS IN SCANBUF - 1 MOVE D1,BUFSIZE(A6) ;BUFSIZE = # LONGS -1 LSR #5,D0 ;get (pixels in scanbuf)/32 ADDQ #1,D0 ;MAKE IT ONE BASED LSL D5,D0 ;CONVERT PIXELS TO BITS SUBQ #1,D0 ;MAKE 0 BASED AGAIN ;------------------------------------------------------------------------- ; ; ALLOCATE AND CLEAR A SCANLINE BUFFER FOR THE COMPOSITE MASK ; CLRMASK CLR.L -(SP) ;ALLOCATE AND CLEAR ONE LONG DBRA D0,CLRMASK ;LOOP TILL DONE MOVE.L SP,RGNBUFFER(A6) ;REMEMBER WHERE RGNBUFFER IS ;-------------------------------------------------------------------- ; ; ALLOCATE BUFFERS AND INIT STATE RECORDS FOR EACH NON-RECT REGION ; GET SEEK ROUTINE INTO SEEKMASK(A6) ; GET EXPAND ROUTINE INTO EXRTN(A6) FOR SEEK ROUTINE ; Clobbers: A0-A3, D0-D4 ; lea Show,a0 ;get go home routine move.l a0,goShow(a6) ;pass to getSeek move.l maskbc,StackFree(a6) ;pretend lots of stack clr.l DstRow(a6) ;flag as seeking down clr.l runBuf(a6) ;don't use run clipping <1.2> BAL MOVE.L VISRGN(A4),-(SP) ;PUSH THEPORT^.VISRGN MOVE.L CLIPRGN(A4),-(SP) ;PUSH THEPORT^.CLIPRGN MOVE.L #1,-(SP) ;PUSH HANDLE COUNT - 1 _GETSEEK ;GET EXPAND ROUTINE INTO EXRTN(A6) ;AND SEEK ROUTINE INTO SEEKMASK(A6) SKIPSETUP ;------------------------------------ ; ; CALC STARTING DSTLEFT ; ;Êfrom patches to FastSlabMode and GetSeek in QDciPatchROM.a stb MOVE MINRECT+TOP(A6),D1 ;GET MINRECT TOP SUB DSTPIX+BOUNDS+TOP(A6),D1 ;CONVERT TO GLOBAL COORDS MOVE DSTPIX+ROWBYTES(A6),D0 ;GET DST ROWBYTES AND #nuRBMask,D0 ;CLEAR FLAG BITS EXT.L D0 ;MAKE IT LONG MOVE.L D0,DSTROW(A6) ;SAVE FOR LATER MULS D0,D1 ;MULT BY DST ROWBYTES; BAL 02Dec88 ADD.L DSTPIX+BASEADDR(A6),D1 ;ADD START OF BITMAP MOVE BUFLEFT(A6),D2 ;GET BUFLEFT SUB DSTPIX+BOUNDS+LEFT(A6),D2 ;CONVERT BUFLEFT TO GLOBAL ext.l d2 ;clear out high end MOVE DSTSHIFT(A6),D7 ;GET PIXEL TO BIT SHIFT AMOUNT LSL.L D7,D2 ;CONVERT PIXELS TO BITS LSR.L #3,D2 ;CONVERT BITS TO BYTES ; EXT.L D2 ;CLR HI WORD ADD.L D2,D1 ;ADD HORIZ BYTE OFFSET MOVE.L D1,DSTLEFT(A6) ;SAVE AS DSTLEFT ;---------------------------------------------------- ; ; MAKE ALL HORIZONTAL COORDINATES RELATIVE TO BUFFER ; MOVE BUFLEFT(A6),D1 ;GET LEFT OF BUFFER SUB D1,MINRECT+LEFT(A6) SUB D1,MINRECT+RIGHT(A6) ;--------------------------------------------------- ; ; SET UP CASE JUMP BASED ON MODE AND FASTFLAG ; MOVE LOCMODE(A6),D2 ;GET (ALTERED) PEN MODE TST.B FastFlag(A6) ;Rect clipped and black ? BEQ.S @1 ;no, use slow drawslab loop _FastSlabMode ;yes, get fast modeCase in A4 MOVE.L A4,MODECASE(A6) ;SAVE FOR LATER BRA.S GOFORIT ;SKIP PATTERN STUFF @1 ;------------------------------------------------------------------ ; ; ALLOCATE EXPANDED PATTERN BUFFER. ; EXPAND BYTE PATTERN TO PROPER DEPTH AND INIT PATTERN SELECTOR ; CLR.L D7 ;SAY NOT INVERTED MOVE LOCMODE(A6),D2 ;GET MODE BTST #5,D2 ;a new arithmetic mode? BNE.S NOTINV ;if so, no invert bit to test BCLR #2,D2 ;TEST AND CLR INVERT BIT BEQ.S NOTINV ;SKIP IF NOT INVERTED NOT.L D7 ;INVERTED; D7 GETS ALL 1'S NOTINV _PATEXPAND ;EXPAND 8 BYTE PATTERN TO 16 LONGS ;SET UP PATROW,PATHMASK,PATVMASK MOVE PATROW(A6),D1 ;BIG PATTERN USED? BNE.S DONEW ;=>YES, GO USE IT MOVEQ #$F,D0 ;ELSE 16 ROWS OF PATTERN MOVEQ #4,D1 ;GET PATTERN ROWBYTES MOVE D1,PATROW(A6) ;SET PATTERN ROWBYTES MOVE #3,PATHMASK(A6) ;HORIZONTAL MASK FOR PATTERN MOVE #$3F,PATVMASK(A6) ;VERTICAL MASK FOR PATTERN BRA.S DOOLD ;=>GO GET VERTICAL OFFSET ; NEW PATTERN. SET STARTING VERT POSITION, SET FLAG. DONEW MOVEQ #0,D0 ;CLEAR HIGH WORD MOVE PATVMASK(A6),D0 ;GET VERTICAL MASK ADDQ #1,D0 ;CONVERT TO COUNT DIVU PATROW(A6),D0 ;DIVIDE BY ROWSIZE SUBQ #1,D0 ;CONVERT TO ROW MASK DOOLD AND MINRECT+TOP(A6),D0 ;GET TOP VERT LOCAL COORD MULU D1,D0 ;CALC OFFSET INTO PATTERN MOVE.l D0,PATVPOS(A6) ;SAVE AS PATVPOS MOVE LOCMODE(A6),D2 ;GET (ALTERED) PEN MODE _SlabMode ;GET SLOW MODECASE IN A4 ;RELIES ON PATROW(A6) MOVE.L A4,MODECASE(A6) ;SAVE FOR LATER GOFORIT ;----------------------------------------------------------- ; ; Switch to 32 bit addressing mode ; moveq #true32b,d0 ;switch to 32 bit addressing _rSwapMMUMode ;get previous mode in d0.b (can trash a0/a1/a2, d0/d1/d2) move.b d0,MMUsave(a6) ;save previous state for later ;;;;; End of sicko code from DrawArc Clr.L FreeList(A6) ; FreeList := nil; Clr.L ActiveList(A6) ; ActiveList := nil; _StackSpace ; how much stack is available Move.L SP,D1 ; grab current stack Sub.L D0,D1 ; calculate the maximum stack limit Add.L #qdStackXtra,D1 ; give us some spare room <1.2> BAL Move.L D1,StackLimit(A6) ; save it Move.L Vector(A6),D0 ; get pointer to VectorArray _rTranslate24To32 ; move.l d0,a3 ; get 32 bit clean ptr Move (A3),D4 ; get CurrentY Move D4,Vert(A6) ; set up for SeekMask Move VCount(A6),D3 ; get number of edges ActiveLoop MoveQ #Nil,A0 ; NewEdges := nil MoveQ #Nil,A1 ; CurrentEdge := nil ; while (Vector < VCount) & (CurrentY = Vectors[Vector+1].YVector) do begin Tst D3 ; any new edges left? Beq NoNewEdges ; no => don't add any new NewEdgeLoop Cmp (A3),D4 ; does CurrentY = NextY? Bne NoNewEdges ; no => don't add any at the moment Move.L FreeList(A6),A2 ; grab the FreeList Move.L A2,D0 ; CmpA #Nil,A2; can we get an edge from the free list? Bne.S FreeAndEasy ; yes => good enough SubA.L #EdgeRecSize,SP ; make room for daddy Move.L SP,A2 ; and create a new edge on the stack (gross) CmpA.L StackLimit(A6),A2 ; have we bombed Bge.S StackEdge ; no => keep trucking move.w #-144,qdErr ; return aborted poly error code <1.2> BAL Bra NoMorePoly ; yes => get out of here FreeAndEasy Move.L (A2),FreeList(A6) ; FreeList := FreeList^.NextEdge StackEdge MoveM.L A0-A1,-(SP) ; save registers across the FixRatio AWC.PMAB451 Clr.L -(SP) ; FixRatio result Move.L YDelta(A3),-(SP) ; push numerator and denominator for FixRatio _FixRatio ; calculate it ; The following few lines are excerpted from the PutLine code of Quickdraw so we can match ; the old polygon code precisely in terms of pixels rendered. Move.L (SP)+,D2 ; D2 := slope MoveM.L (SP)+,A0-A1 ; restore registers AWC.PMAB451 Move XVector(A3),D1 ; HiWord(D1) := XVector Sub BufLeft(A6),D1 ; adjust to global coordinates Swap D1 ; put the coordinate in the high word Move #$8000,D1 ; LoWord(XVector) := 1/2 Move.L D2,D0 ; D0 := slope Asr.L #1,D0 ; D0 := slope/2 Add.L D0,D1 ; XValue := XValue + Slope/2 Move.L #$10000,D0 ; D0 := 1.0000 fixed Tst.L D2 ; is slope negative? Bmi.S NegSlope ; yes => continue Cmp.L D0,D2 ; is slope < 1.0000? Bge.S SlopeOkay ; no => continue Add.L D2,D1 ; XValue := XValue + Slope Bra.S SlopeOkay ; continue NegSlope Cmp.L #$FFFF0000,D2 ; is slope > -1.0000? Bge.S SlopeOkay ; yes => continue Add.L D0,D1 ; XValue := XValue + 1.0000 SlopeOkay Move.L D1,XValue(A2) ; XValue := D1 Move.L D2,XSlope(A2) ; XSlope := FixRatio(XVector,YVector) MoveQ #1,D1 ; Sign := 1 Move YDelta(A3),D0 ; D0 := abs(YDelta) Bpl.S SignOkay ; don't negate it Neg D0 ; abs(YDelta) Neg D1 ; Sign := -1 SignOkay Add D4,D0 ; D0 := CurrentY + abs(YDelta) Move D0,LastY(A2) ; Edge^.LastY := CurrentY + abs(YDelta) Tst.B EoFill(A6) ; are we EoFill'ing? Beq.S Winder ; no => leave sign alone MoveQ #0,D1 ; Sign := 0 Winder Move D1,Sign(A2) ; save Sign Move.L A0,D0 ; CmpA.L #Nil,A0; is NewEdges nil? AWC.PMAB440 Bne.S InsertMid ; no => insert this new edge in the list AWC.PMAB440 Move.L A2,A0 ; NewEdges := Edge AWC.PMAB440 Move.L A2,A1 ; CurrentEdge := Edge AWC.PMAB440 Clr.L NextEdge(A2) ; end of list AWC.PMAB440 Clr.L PrevEdge(A2) ; beginning of list, too AWC.PMAB440 Bra.S InsertDone ; continue AWC.PMAB440 InsertMid Move.L A1,A4 ; InsertPt := CurrentEdge AWC.PMAB440 Move.L XValue(A2),D0 ; grab our compare value AWC.PMAB440 InsertNext Cmp.L XValue(A4),D0 ; D0 - InsertPt^.XValue AWC.PMAB440 Bge.S InsertIt ; if greater or equal, insert it AWC.PMAB440 Move.L PrevEdge(A4),A4 ; InsertPt := InsertPt^.NextEdge AWC.PMAB440 Move.L A4,D1 ; is the next edge nil? AWC.PMAB440 Bne.S InsertNext ; no => keep looking AWC.PMAB440 Move.L A0,NextEdge(A2) ; Edge^.NextEdge := NewEdges AWC.PMAB440 Move.L A2,PrevEdge(A0) ; NewEdges^.PrevEdge := Edge AWC.PMAB440 Clr.L PrevEdge(A2) ; Edge^.PrevEdge := nil AWC.PMAB440 Move.L A2,A0 ; NewEdges := Edge AWC.PMAB440 Bra.S InsertDone ; continue AWC.PMAB440 InsertIt CmpA.L A1,A4 ; at the end of the list? AWC.PMAB440 Beq.S InsertEnd ; yes => insert this edge at the end of list AWC.PMAB440 Move.L A4,PrevEdge(A2) ; Edge^.PrevEdge := InsertPt AWC.PMAB440 Move.L NextEdge(A4),D0 ; save InsertPt^.NextEdge AWC.PMAB440 Move.L A2,NextEdge(A4) ; InsertPt^.NextEdge := Edge AWC.PMAB451 Move.L D0,NextEdge(A2) ; Edge^.NextEdge := InsertPt^.NextEdge AWC.PMAB440 Move.L D0,A4 ; InsertPt := InsertPt^.NextEdge AWC.PMAB440 Move.L A2,PrevEdge(A4) ; InsertPt^.NextEdge^.PrevEdge := Edge AWC.PMAB440 Bra.S InsertDone ; continue AWC.PMAB440 InsertEnd Move.L A2,NextEdge(A1) ; CurrentEdge^.NextEdge := Edge AWC.PMAB440 Move.L A1,PrevEdge(A2) ; Edge^.PrevEdge := CurrentEdge AWC.PMAB440 Clr.L NextEdge(A2) ; Edge^.NextEdge := nil AWC.PMAB440 Move.L A2,A1 ; CurrentEdge := Edge AWC.PMAB440 InsertDone AddA.L #VectorSize,A3 ; bump A3 to the next vector AWC.PMAB440 SubQ #1,D3 ; VCount := VCount - 1 Bgt NewEdgeLoop ; check for more edges ; Merge the NewEdges with the ActiveList NoNewEdges Move.L #Nil,A1 ; CurrentEdge := nil Move.L ActiveList(A6),A4 ; NextActive := ActiveList MergeLoop Move.L A4,D0 ; CmpA.L #Nil,A4; is NextActive nil? Bne.S NextOrMerge ; no => merge edges Move.L A0,D0 ; CmpA.L #Nil,A0; is NewEdges nil? Beq.S Merged ; yes => don't merge edges ; NextActive = nil; NewEdges <> nil Move.L A1,PrevEdge(A0) ; NewEdges^.PrevEdge := CurrentEdge; is CurrentEdge nil? Bne.S C1 ; no => fix up CurrentEdge^.NextEdge Move.L A0,ActiveList(A6) ; ActiveList := NewEdges Bra.S Merged ; continue C1 Move.L A0,NextEdge(A1) ; CurrentEdge^.NextEdge := NewEdges Bra.S Merged ; continue ; else if NewEdges = nil { and therefore NextActive <> nil } then begin NextOrMerge Move.L A0,D0 ; CmpA.L #Nil,A0; is NewEdges nil? Bne.S MergeEdges ; no => merge edges Move.L A1,PrevEdge(A4) ; NextActive^.PrevEdge := CurrentEdge; is CurrentEdge nil? Bne.S C2 ; no => append NextActive to the list Move.L A4,ActiveList(A6) ; ActiveList := NextActive Bra.S Merged ; continue C2 Move.L A4,NextEdge(A1) ; CurrentEdge^.NextEdge := NextActive Bra.S Merged ; continue ; else { both are still active so } begin MergeEdges Move.L XValue(A4),D0 ; get NextActive^.XValue Cmp.L XValue(A0),D0 ; is NextActive^.XValue > NewEdges^.XValue? Ble.S C3 ; no => select NextActive Move.L A0,A2 ; Edge := NewEdges Move.L NextEdge(A2),A0 ; NewEdges := Edge^.NextEdge Bra.S C4 ; continue C3 Move.L A4,A2 ; Edge := NextActive Move.L NextEdge(A2),A4 ; NextActive := Edge^.NextEdge C4 Move.L A1,PrevEdge(A2) ; Edge^.PrevEdge := CurrentEdge; is CurrentEdge nil? Bne.S C5 ; no => patch CurrentEdge Move.L A2,ActiveList(A6) ; ActiveList := Edge Bra.S C6 ; continue C5 Move.L A2,NextEdge(A1) ; CurrentEdge^.NextEdge := Edge C6 Clr.L NextEdge(A2) ; Edge^.NextEdge := nil Move.L A2,A1 ; CurrentEdge := Edge Bra.S MergeLoop ; continue Merged ;;;;; More DrawArc craziness CMP MINRECT+TOP(A6),D4 ;IS CURRENT VERT < MINV ? BLT.S NoMask ;YES, DON'T DRAW ; SEEK MASK TO THE CURRENT VERTICAL TST.B FASTFLAG(A6) ;RECT CLIPPED AND BLACK ? BNE.S NOMASK ;YES, DON'T BOTHER WITH MASK Move D4,Vert(A6) ; SeekMask seems to want this... JSR ([SEEKMASK,A6]) ;MAKE RGNBUFFER CURRENT NoMask Move.L ActiveList(A6),A4 ; NextActive := ActiveList MoveQ #0,D5 ; LineFlag := false or WrapCount := 0 SlabLoop Move.L A4,A1 ; CurrentEdge := NextActive Move.L NextEdge(A1),A4 ; NextActive := CurrentEdge^.NextEdge Cmp LastY(A1),D4 ; is LastY <= CurrentY? Bge RemoveEdge ; yes => go remove the edge Move Sign(A1),D0 ; grab the sign Beq.S Toggle ; if zero then EoFill, toggle the flag Tst D5 ; is current wrapcount 0? Bne.S NoWrapMove ; no => don't establish WrapMove Move XValue(A1),D6 ; save wrapmove NoWrapMove Add D0,D5 ; WrapCount += Sign; is it 0? Bne.S BumpX ; no => don't draw a line NoLineMove Move XValue(A1),D0 ; grab current value Cmp D6,D0 ; is line XValue.HiWord > move XValue.HiWord? Bgt.S DrawLine ; yes => draw a line Bra.S BumpX ; continue Toggle Eor #1,D5 ; toggle D5 Beq.S NoLineMove ; yes => go draw the line Move XValue(A1),D6 ; save line mvoe Bra.S BumpX ; continue DrawLine CMP MINRECT+TOP(A6),D4 ;IS CURRENT VERT < MINV ? Blt.S BumpX ;YES, DON'T DRAW Move D6,D1 ; get start of slab Move D0,D2 ; get end of slab MoveM.L D3-D6/A1-A4,-(SP) ; save everything MOVE.l PATVPOS(A6),D6 ;GET VERT POS IN PATTERN LEA ([EXPAT,A6],D6.l),A0 ;GET pointer to THIS ROW'S PATTERN MOVE.L (A0),D6 ;set up the pattern MOVE.L DSTLEFT(A6),A1 ;INIT DSTPTR TO LEFT MOVE.L RGNBUFFER(A6),A2 ;INIT MASKPTR TO LEFT LEA MINRECT(A6),A3 ;POINT TO MINRECT MOVE.L MODECASE(A6),A4 ;GET MODE CASE JUMP MOVE DSTSHIFT(A6),D0 ;GET PIXEL TO BIT SHIFT AMOUNT MOVE.L FCOLOR(A6),D4 ;PASS FCOLOR MOVE.L BCOLOR(A6),D5 ;AND BACKCOLOR _DrawSlab MOVE.L a4,MODECASE(A6) ;save it for later MoveM.L (SP)+,D3-D6/A1-A4 ; restore everything BumpX Move.L XValue(A1),D0 ; grab current XValue Add.L XSlope(A1),D0 ; bump it to the next value Move.L D0,XValue(A1) ; XValue := XValue + XSlope Move.L PrevEdge(A1),A2 ; Edge := CurrentEdge^.PrevEdge Move.L A2,D1 ; CmpA.L #Nil,A2; is Edge = nil? Beq.S CheckEdge ; yes => sorting order is okay Cmp.L XValue(A2),D0 ; is PrevEdge^.XValue <= CurrentEdge^.XValue? Bge.S CheckEdge ; yes => sorting order is okay Move.L NextEdge(A1),NextEdge(A2) ; PrevEdge^.NextEdge := CurrentEdge^.NextEdge; nil? Beq.S NextIsNil ; yes => don't bother setting backlink Move.L NextEdge(A1),A0 ; grab the next edge Move.L A2,PrevEdge(A0) ; NextEdge^.PrevEdge := CurrentEdge^.PrevEdge NextIsNil Move.L PrevEdge(A2),A2 ; Edge := Edge^.PrevEdge Move.L A2,D1 ; CmpA.L #Nil,A2; is it nil? Bne.S CheckCross ; no => check for crossing Move.L ActiveList(A6),A2 ; get NextEdge Move.L A2,NextEdge(A1) ; CurrentEdge^.NextEdge := ActiveList Clr.L PrevEdge(A1) ; PrevEdge := nil Move.L A1,PrevEdge(A2) ; NextEdge^.PrevEdge := CurrentEdge Move.L A1,ActiveList(A6) ; ActiveList := CurrentEdge Bra.S CheckEdge ; continue CheckCross Cmp.L XValue(A2),D0 ; is Edge^.XValue <=CurrentEdge^.XValue? Blt.S NextIsNil ; no => continue searching Move.L NextEdge(A2),A0 ; grab NextEdge Move.L A0,NextEdge(A1) ; CurrentEdge^.NextEdge := Edge^.NextEdge Move.L A2,PrevEdge(A1) ; CurrentEdge^.PrevEdge := Edge Move.L A1,PrevEdge(A0) ; CurrentEdge^.NextEdge^.PrevEdge := CurrentEdge Move.L A1,NextEdge(A2) ; Edge^.NextEdge := CurrentEdge Bra.S CheckEdge ; continue RemoveEdge Move.L PrevEdge(A1),A0 ; grab PrevEdge Move.L A0,D0 ; CmpA.L #Nil,A0; is PrevEdge nil? Bne.S PrevNotNil ; no => remove from middle Move.L NextEdge(A1),ActiveList(A6) ; ActiveList := CurrentEdge^.NextEdge Bra.S PrevWasNil ; continue PrevNotNil Move.L NextEdge(A1),NextEdge(A0) ; PrevEdge^.NextEdge := CurrentEdge^.NextEdge PrevWasNil Beq.S NextWasNil ; if NextEdge is nil, don't patch back pointer Move.L NextEdge(A1),A2 ; grab NextEdge Move.L A0,PrevEdge(A2) ; NextEdge^.PrevEdge := CurrentEdge^.PrevEdge NextWasNil Move.L FreeList(A6),NextEdge(A1) ; CurrentEdge^.NextEdge := FreeList Move.L A1,FreeList(A6) ; FreeList := CurrentEdge Move.L A0,A1 ; CurrentEdge := CurrentEdge^.PrevEdge CheckEdge Move.L A4,D0 ; CmpA.L #Nil,A4; is NextActive nil? Bne SlabLoop ; no => do another edge CMP MINRECT+TOP(A6),D4 ;IS CURRENT VERT < MINV ? Blt.S BumpY ;YES, DON'T DRAW ;------------------------------------------------------------------- ; ; BUMP DESTINATION VERTICALLY AND LOOP FOR ALL SCAN LINES ; NEXTPAT MOVE.l PATVPOS(A6),D0 ;GET PATVPOS ADD PATROW(A6),D0 ;BUMP TO NEXT SCAN AND PATVMASK(A6),D0 ;WRAP AT END OF PATTERN MOVE.l D0,PATVPOS(A6) ;SAVE PATVPOS MOVE.L DSTROW(A6),D0 ;GET DST ROWBYTES ADD.L D0,DSTLEFT(A6) ;BUMP DST TO NEXT ROW BumpY AddQ #1,D4 ; CurrentY += 1 Move D4,Vert(A6) ; update param for SeekMask (twice?) Cmp MinRect+Bottom(A6),D4 ; have we reached the bottom? Bge.S NoMorePoly ; yes => shut down ahead of schedule Tst.L ActiveList(A6) ; does the ActiveList contain edges? Bne ActiveLoop ; yes => loop Tst D3 ; any new edges left? Bne ActiveLoop ; yes => loop NoMorePoly move.b MMUsave(a6),d0 ;get previous MMU state in d0 _rSwapMMUMode ;get previous mode in d0.b (can trash a0/a1/a2, d0/d1/d2) Show Tst.B CrsrFlag(A6) ; is screen Dst? Beq.S GoHome ; no => don't show cursor _ShowCursor ; restore cursor GoHome BSet #HiliteBit,HiliteMode ; reset hilite override, in case colormap was skipped Move.L OldStacker(A6),SP ; clean up the free list and strip buffer MoveM.L (SP)+,D3-D7/A2-A4 ; restore registers Abort ;<5Apr90 KON> Unlink Paramsize,'DrawPoly' ; clean up and return ;--------------------------------------------------- ; ; PROCEDURE DrawPoly(poly: PolyHandle; mode: integer; VAR pat: Pattern); ; ; from QDciPatchROM.a stb DrawPoly PROC EXPORT ParamSize Equ 10 Poly Equ ParamSize+8-4 Mode Equ Poly-2 Pat Equ Mode-4 PolyRect Equ -8 VarSize Equ PolyRect ; <11Jul88> PMAB543 BAL/JDB Implemented fast case for rectangular filled polys. Link A6,#VarSize ; local variables move.l ([poly,a6]),a0 ; pick up polyptr move (a0)+,d0 ; pick up byte count cmp #4*5+10,d0 ; quadrilateral? bne.s @chk4pt ; no, take general case move.l 8+4*4(a0),d1 ; pick up last pnt cmp.l 8(a0),d1 ; cmpare with first pnt bne.s @notRect ; bra.s @4Pnts @chk4pt cmp #4*4+10,d0 ; quadrilateral? bne.s @notRect ; no, take general case @4Pnts moveq #2,d0 ; force to 4 points addq #8,a0 ; bump past rect lea 4(a0),a1 ; point to next point @nxtPnt SWAP D0 ; swap equality flags into low word <6> cmp (a0)+,(a1)+ ; cmp h's seq d1 ; remember equality ADD.B D0,D0 ; shift left to make room for new flag bit <6> SUB.B D1,D0 ; if same, set low bit, if not, clear it <6> cmp (a0)+,(a1)+ ; cmp v's seq d2 ; remember equality or.b d2,d1 ; compute h1=h2 | v1=v2 beq.s @notRect ; no, not rect ADD.B D0,D0 ; shift left to make room for new flag bit <6> SUB.B D2,D0 ; if same, set low bit, if not, clear it <6> SWAP D0 ; put counter back in low word <6> dbra d0,@nxtPnt SWAP D0 ; swap equality flags into low word <6> lea -12(a0),a1 ; point to first point cmp (a0)+,(a1)+ ; cmp h's seq d1 ; remember equality ADD.B D0,D0 ; shift left to make room for new flag bit <6> SUB.B D1,D0 ;if same, set low bit, if not, clear it <6> cmp (a0)+,(a1)+ ; cmp v's seq d2 ; remember equality or.b d2,d1 ; compute h1=h2 | v1=v2 beq.s @notRect ; no, not rect ADD.B D0,D0 ; shift left to make room for new flag bit <6> SUB.B D2,D0 ; if same, set low bit, if not, clear it <6> CMP.B #$99,D0 ; do the equality flags match that of type 1 rectangle ?<6> BEQ.S @isRect ; yes, use fast case <6> CMP.B #$66,D0 ; do they match that of a type 2 rectangle ? <6> BNE.S @notRect ; no, use slow case <6> @isRect lea polyRect(a6),a0 ; point to rect move.l a0,-(sp) ; move.l -12(a1),(a0)+ ; save top left move.l -8(a1),(a0) ; save bot rght move.w mode(a6),-(sp) ; push mode move.l pat(a6),-(sp) ; push pat bsr.l DrawRect ; go sooo fast bra goHome2 @notRect MoveM.L D3-D5/A2,-(SP) ; save registers Move.L GrafGlobals(A5),A0 ; point to QuickDraw globals Move.L ThePort(A0),A0 ; get current port Tst PnVis(A0) ; is PnVis neg ? Bmi GoHome ; yes, quit AWC.PMAB444 Move.L Poly(A6),A0 ; get the poly handle Move.L A0,D0 ; CmpA.L #Nil,A0; is it real? Beq GoHome ; no => punt AWC.PMAB444 _HLock ; lock it down Move.L (A0),A0 ; dereference poly Move.L 2(A0),PolyRect(A6) ; move Top.Left Move.L 6(A0),PolyRect+4(A6) ; move Bottom.Right Move (A0),D4 ; get the length of the data Sub #10,D4 ; remove the length word and the bounding box rect Lsr #2,D4 ; D4 is temporarily the point count MoveQ #0,D0 ; clear the high word Move D4,D0 ; copy the number of points AddQ.L #1,D0 ; bump it for the closing edge, maybe Asl.L #3,D0 ; multiply by 8 bytes per edge _NewHandle ; get a new handle Tst D0 ; was there an error? AWC.PMAB444 Bne TempError ; yes => cleanup and get out of here AWC.PMAB444 Move.L A0,A2 ; copy it _HLock ; lock it down MoveQ #0,D3 ; clear VCount Move.L Poly(A6),A1 ; get the handle again Move.L (A1),A1 ; redereference it AddA.L #polyPoints,A1 ; bump A1 to the first point Move.L (A1)+,D5 ; get h and v for "old" position Move D4,D2 ; copy loop counter to D2 SubQ.L #1,D2 ; remove the first point Move.L (A2),A0 ; dereference the sorted edge list Bra.S PolyEnd ; jump into the loop PolyLoop Move.L D5,D4 ; copy current to old Move.L (A1)+,D5 ; get next point Move.L D4,D0 ; get the old point Move.L D5,D1 ; copy the new point Sub D0,D1 ; calculate XDelta Swap D0 ; y1 is in D0.Low Swap D1 ; y2 is in D1.Low Sub D0,D1 ; calculate YDelta; does dy = 0? Beq.S PolyEnd ; yes => ignore horizontal vectors Bmi.S Upwards ; negative => save the new point Move.L D4,(A0)+ ; save the old point Bra.S IncVCount ; and continue Upwards Move.L D5,(A0)+ ; save the new point IncVCount AddQ #1,D3 ; bump VCount (D3) Swap D1 ; XDelta:YDelta => YDelta:XDelta Move.L D1,(A0)+ ; save YDelta:XDelta PolyEnd DBra D2,PolyLoop ; loop for another poly point Move.L D5,D4 ; save the new point to old Move.L Poly(A6),A1 ; get poly handle again Move.L (A1),A1 ; dereference it again Move.L polyPoints(A1),D5 ; grab the first point again Cmp.L D4,D5 ; did we end where we began? Beq.S PolyDone ; yes => don't close it Move.L D4,D0 ; get the old point Move.L D5,D1 ; copy the new point Sub D0,D1 ; calculate XDelta Swap D0 ; y1 is in D0.Low Swap D1 ; y2 is in D1.Low Sub D0,D1 ; calculate YDelta; does dy = 0? Beq.S PolyDone ; yes => ignore horizontal vectors Bmi.S Upwards2 ; positive => use the old point Move.L D4,(A0)+ ; save the old point Bra.S IncVCount2 ; and continue Upwards2 Move.L D5,(A0)+ ; save the new point IncVCount2 AddQ #1,D3 ; bump VCount (D4) Swap D1 ; XDelta:YDelta => YDelta:XDelta Move.L D1,(A0)+ ; save deltas PolyDone Move.L Poly(A6),A0 ; grab poly handle _HUnlock ; unlock it Move.L (A2),-(SP) ; push vectors pointer Move D3,-(SP) ; push VCount Jsr SortVectors ; sort them vectors Move.L (A2),-(SP) ; push vectors pointer Move D3,-(SP) ; push VCount ; Tst.B WnFill(A6) ; are we winding-number filling? ; Seq -(SP) ; push (not WnFill) St -(SP) ; push EoFill Pea PolyRect(A6) ; push rect Move Mode(A6),-(SP) ; repush mode Move.L Pat(A6),-(SP) ; repush pat Jsr PaintVector ; go paint it Move.L A2,A0 ; grab vectors handle _HUnlock ; unlock it Move.L A2,A0 ; grab it again _DisposHandle ; dump it MoveQ #0,D0 ; no error Bra.S GoHome ; continue AWC.PMAB444 TempError Move.L Poly(A6),A0 ; grab poly handle AWC.PMAB444 _HUnlock ; unlock it AWC.PMAB444 GoHome MoveM.L (SP)+,D3-D5/A2 ; restore registers AWC.PMAB444 GoHome2 Unlink Paramsize,'DrawArt' ; clean up <15Nov89 KON> changed " to ' if 0 then ; This stuff is only for the system file patch ;--------------------------------------------------- ; ; PROCEDURE StdPoly(verb: GrafVerb; poly: PolyHandle); ; myStdPoly PROC EXPORT IMPORT PushVerb,RSect,DrawPoly CheckPic EQU $20EF2 ; PutPicVerb EQU $20904 ; DPutPicOp EQU $20884 ; PutPicRgn Equ $208B8 GetRect Equ $213B2 FrPoly Equ $21594 PARAMSIZE EQU 6 VERB EQU PARAMSIZE+8-2 ;GRAFVERB POLY EQU VERB-4 ;LONG, PolyHandle MINRECT EQU -8 ;RECT VARSIZE EQU MINRECT ;TOTAL BYTES OF LOCALS LINK A6,#VARSIZE ;ALLOCATE STACK FRAME MOVEM.L D5-D7/A2-A4,-(SP) ;SAVE REGS MOVEQ #0,D7 ; clear lo word of reg for add later MOVE.B VERB(A6),D7 ;GET VERB ;need to change this to use vector: JSRROM CheckPic ;SET UP A4,A3 AND CHECK PICSAVE BLE.S NOTPIC ;BRANCH IF NOT PICSAVE MOVE.B D7,-(SP) JSRROM PutPicVerb ;PUT ADDIONAL PARAMS TO THEPIC MOVEQ #$70,D0 ;PUT POLYNOUN IN HI NIBBLE ADD D7,D0 ;PUT VERB IN LO NIBBLE JSRROM DPutPicOp ;PUT OPCODE TO THEPIC MOVE.L POLY(A6),-(SP) ;PUSH POLYHANDLE JSRROM PutPicRgn ;TREAT SAME AS A REGION ; CALL STANDARD LOOP TO DRAW TO ALL DEVICES NOTPIC PEA StdDraw ;PUSH ADDRESS OF DRAW ROUTINE PEAROM GetRect ;PUSH ADDRESS OF RECT ROUTINE _StdDevLoop ;DRAW TO ALL DEVICES GOHOME MOVEM.L (SP)+,D5-D7/A2-A4 ;RESTORE REGS UNLINK PARAMSIZE,'STDPOLY ' ;--------------------------------------------------------------- ; ; PROCEDURE StdDraw; ; ; DRAW THE OBJECT ; StdDraw MOVE.L POLY(A6),A2 ;GET POLYHANDLE TST.B D7 ;IS VERB FRAME ? BNE.S NOTFR ;NO, CONTINUE MOVE.L A2,-(SP) ;PUSH POLYHANDLE JSRROM FrPoly ;FrPoly(poly); BRA.S DONE ;AND QUIT NOTFR MOVE.L (A2),A0 ;DE-REFERENCE POLYHANDLE PEA POLYBBOX(A0) ;PUSH POLYBBOX MOVE.L VISRGN(A3),A0 ;GET VISRGN HANDLE MOVE.L (A0),A0 ;DE-REFERENCE HANDLE PEA RGNBBOX(A0) ;PUSH VISRGN BBOX MOVE.L CLIPRGN(A3),A0 ;GET CLIPRGN HANDLE MOVE.L (A0),A0 ;DE-REFERENCE HANDLE PEA RGNBBOX(A0) ;PUSH CLIPRGN BBOX MOVE #3,-(SP) ;PUSH NRECTS = 3 PEA MINRECT(A6) ;PUT RESULT IN MINRECT _RSECT ;CALC INTERSECTION BEQ.S DONE ;QUIT IF NO INTERSECT MOVE.L A2,-(SP) ;PUSH POLYHANDLE _PushVerb ;PUSH MODE AND PATTERN JSR DrawPoly ;DrawPoly(poly,mode,pat); DONE RTS endif