2023-11-16 18:19:54 -05:00

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;
; procedure dissBits (srcBits, dstBits: bitMap; srcRect, dstRect: rect); external;
;
; kludged-up version with optimizations and irrelevant error checks removed to save space.
; also moved to the "aboutseg" segment.
;
; mike morton
; release: 4 july 1985
;
; this is the fifth version. if it doesn't work right, try using copyBits instead
; and see if it works. and if there are bugs, they're likely due to the recent
; fancy optimizations, so version three should work instead.
;
; differences from version 4 are:
; nasty bug fixed in copying small rectangles
; new address for correspondence
; slightly more detailed notes on calling from C
; various miscellaneous comment changes
; differences from version 3 are:
; bugs in the log2 routine fixed
; general case sped up about five percent
; certain cases (e.g., the full screen) sped up over fifty percent
; the time to dissolve is not directly related to the size of the rectangle.
; differences between version 2 and version 3 are:
; documentation improved and neatened
; log2 routine rewritten
;
; comments and suggestions are, of course, welcome.
;
; ******************************************************************************
; * *
; * copyright 1984, 1985 by michael s. morton *
; * please see details below on using, copying and changing this source. *
; * *
; ******************************************************************************
;
; what this routine does:
; ----------------------
;
; dissBits is like copyBits: it moves one rectangle to another, in their respective
; bitMaps. it doesn't implement the modes of copyBits, nor clipping to a region.
; what it DOES do is copy the bits in a pseudo-random order, giving the appearance
; of "dissolving" from one image to another. the dissolve is rapid: the entire
; screen will dissolve in under four seconds. (note: smaller areas may be SLOWER
; to dissolve -- see below.)
;
; copyBits pay attention to the current clipping. be aware that this routine does
; no such thing.
;
; other likely differences from copyBits:
; o the rectangles must have the same extents (not necessarily the same lrbt).
; if they are not, the routine will return -- doing nothing! no stretching
; copy is done as copyBits would.
; o the cursor is hidden during the dissolve, since drawing is done without
; quickdraw calls. the cursor reappears when the drawing is finished. for
; an odd effect, try changing it not to hide the cursor; is this how bill
; atkinson thought of the spray can in MacPaint?
; o copyBits may be smart enough to deal with overlapping areas of memory.
; this routine certainly isn't.
; o i may have misunderstood how to interpret rectangle bounds in quickdraw.
; if your rectangles are off by a pixel, let me know.
;
; you should know a few implementation details which may help:
; o copying from a dark area (lots of 1 bits) is slower than from a light area.
; but just barely. (about one per cent, i think.)
; o there is no way to use this to randomly invert a rectangle. instead,
; copyBits it elsewhere, invert it, and dissBits it back into place.
; o there is also no way to slow the dissolve of a small area. to do this,
; copy a large area in which the only difference is the area to change.
; o if you fade in a solid area, you're likely to see patterns, since the
; random numbers are so cheesy. don't do this; fade in nifty patterns
; which will distract your viewers.
; o very small areas (less than 2 pixels in either dimension) are actually
; done with a call to the real copyBits routine, since the pseudo-random
; sequence generator falls apart under those conditions.
;
; a close relative of this routine is "dissBytes", which (as you might guess) copies
; a byte at a time, which is really fast (the whole screen in .1 or .2 seconds). it
; works only for certain rectangles.
;
; sample calling code:
; -------------------
;
; this is an excerpt from how a prerelease of DarTerminal called this routine.
; note the clever use of "paintbehind". this took about 3 seconds to dissolve
; onto the screen.
;
;var rg: rgnhandle; (* window to copy into *)
; aport: grafptr; (* port to draw into *)
; bits: bitmap; (* new bitmap for that port *)
; r: rect; (* rectangle to draw into *)
; pat: pattern;
; text: packed array[1..37] of char;
; ...
; aport := grafptr(newptr(sizeof(grafport))); (* get a port *)
; openport(aport); (* make it current *)
;
; r := theport^.portbits.bounds; (* start with the whole screen *)
; insetrect(r,100,100); (* get rect the size of the window *)
; (* note that the number of bytes per row must be even! *)
; bits.rowbytes := (((r.right-r.left)+15) div 16) * 2; (* bytes per row *)
; bits.baseaddr := qdptr(newptr(bits.rowbytes*(r.bottom-r.top))); (* get bitmap *)
; bits.bounds := r; (* set boundary *)
;
; setportbits(bits); (* make that new bitmap current *)
;
; eraserect(r);
; textfont(london); textsize(18); textface([bold]);
; text := 'DarTerminal version -1.9 August 1984';
; textbox(@text,37,r,tejustcenter);
;
; dissbits(bits,screenport^.portbits,r,r); (* dissolve it in *)
;
; repeat until getnextevent(mdownmask+keydownmask,anevent); (* let user marvel *)
;
; rg := newrgn; (* get a region to clip with *)
; rectrgn(rg,r); (* as a rectangle *)
; paintbehind(windowpeek(frontwindow),rg);
;
; disposergn(rg);
; disposptr(ptr(bits.baseaddr));
; disposptr(ptr(aport));
;
;
; calling from languages other than pascal:
; ----------------------------------------
;
; this routine uses the standard Lisa Pascal calling sequence. to convert it to
; most C compilers, you'll probably just have to delete this instruction from near
; the end of the main routine:
; add.l #psize,A7 ; unstack parameters
;
; i'd be very interested in hearing about successful uses of this routine from
; other languages.
;
; speed of the dissolve: (not relevant in this version)
; ---------------------
;
; you need to pay attention to this section only if: (a) you want the dissolve to
; run as fast as it can OR (b) you do dissolves of various sizes and want them to
; take proportionate lengths of time.
;
; there are 3 levels of speedup; the correct one is automatically chosen for you:
; (1) an ordinary dissolve will work when moving from any bitmap to any bitmap,
; including on the Lisa under MacWorks. this will dissolve at about 49
; microseconds per pixel. a rectangle one-quarter the size of the screen will
; dissolve in just over two seconds. the speed per pixel will vary slightly,
; and will be less if your rect extents are close to but less than powers of 2.
; (2) the dissolve will speed up if both the source and destination bitmaps have
; rowBytes fields which are powers of two. if you're copying to the screen on
; a mac, the rowBytes field already satisfies this. so, make your source
; bitmap the right width for a cheap speedup -- about 20% faster.
; (3) the fanciest level is intended for copying the whole screen. it'll paint it
; in about 3.4 seconds (19 microseconds per pixel). actually, painting any
; rectangle which is the full width of the screen will run at this speed, for
; what that's worth.
;
; duplication and use of this routine:
; -----------------------------------
;
; this is freeware. you're welcome to copy it and use it in programs. you're
; welcome to modify it, as long as you leave everything up until this section
; unchanged. i'd be very interested in seeing your changes, especially if you find
; a way to make the central loop faster. you're also welcome to port it to other
; machines/languages; i'd appreciate hearing about efforts to do this.
;
; if you use it for profit, i ask that you pay me for my work. why?
;
; o if you have problems using it, i'll try to help you debug it.
; o i'll send you improved, debugged, faster versions.
; o i'll tell you about future products. this is the first thing i
; wrote for the Mac; wouldn't you like to see what else i've produced?
; send me some positive feedback!
;
; how much should you pay? my suggestion is:
; (cost of one copy of the program) * (log10 of number of copies sold)
; if the subroutine is an integral part of your program, double the amount.
; if it's a frill (e.g., you dissolve in your "About MacWhatever"), halve it.
;
; i find it hard to believe that any damages to you or anyone else could come from
; bugs in this routine. but, alas, whether or not you pay me, i can't be
; liable in any way for any problems in it.
;
; send comments, contributions, criticisms, or whatever to:
; mike morton
; INFOCOM
; 125 CambridgePark Dr.
; Cambridge, MA 02140
;
; if, for some reason, you only have a hard copy of this and would like a source on
; a diskette, please contact:
; robert hafer
; the boston computer society
; one center plaza
; boston, mass. 02108
;
;
; -- end of introduction; real stuff starts here --
;
;
; things left to do:
; -----------------
;
; clean up register usage (as if i'll ever actually get around to this)
;
;
; include files:
; tlasm/graftypes -- definitions of "bitMap" and "rect"
; tlasm/quickmacs -- macros for quickdraw calls (e.g., _hidecursor)
;
BLANKS ON
STRING ASIS
PRINT OFF
INCLUDE 'quickequ.a' ; NEW FOR MPW -- dbb
INCLUDE 'traps.a' ; NEW FOR MPW -- dbb
PRINT ON
;
; definitions of the "ours" record: this structure, of which there are two copies in
; our stack frame, is a sort of bitmap:
;
oRows EQU 0 ; (word) number of last row (first is 0)
oCols EQU oRows+2 ; (word) number of last column (first is 0)
oLbits EQU oCols+2 ; (word) size of left margin within 1st byte
oStride EQU oLbits+2 ; (word) stride in memory from row to row
oBase EQU oStride+2 ; (long) base address of bitmap
osize EQU oBase+4 ; size, in bytes, of "ours" record
;
; stack frame elements:
;
srcOurs EQU -osize ; (osize) our view of source bits
dstOurs EQU srcOurs-osize ; (osize) our view of target bits
sflast EQU dstOurs ; relative address of last s.f. member
sfsize EQU -sflast ; size of s.f. for LINK (must be EVEN!)
;
; parameter offsets from the stack frame pointer, A6:
; last parameter is above return address and old s.f.
;
dRptr EQU 4+4 ; ^destination rectangle
sRptr EQU dRptr+4 ; ^source rectangle
dBptr EQU sRptr+4 ; ^destination bitMap
sBptr EQU dBptr+4 ; ^source bitMap
plast EQU sBptr+4 ; address just past last parameter
psize EQU plast-dRptr ; size of parameters, in bytes
;
; entrance: set up a stack frame, save some registers, hide the cursor.
;
SEG 'AboutSeg' ; put us in the code with "about"
dissBits PROC EXPORT
link A6,#-sfsize ; set up a stack frame
movem.l D3-D7/A2-A5,-(A7) ; save registers compiler may need
_hidecursor ; don't let the cursor show for now
;
; convert the source and destination bitmaps and rectangles to a format we prefer.
; we won't look at these parameters after this.
;
move.l sBptr(A6),A0 ; point to source bitMap
move.l sRptr(A6),A1 ; and source rectangle
lea srcOurs(A6),A2 ; and our source structure
bsr CONVERT ; convert to our format
move.l dBptr(A6),A0 ; point to destination bitMap
move.l dRptr(A6),A1 ; and rectangle
lea dstOurs(A6),A2 ; and our structure
bsr CONVERT ; convert to our format
;
; check that the rectangles match in size.
;
move.w srcOurs+oRows(A6),D0 ; pick up the number of rows
cmp.w dstOurs+oRows(A6),D0 ; same number of rows?
bne ERROR ; nope -- bag it
move.w srcOurs+oCols(A6),D0 ; check the number of columns
cmp.w dstOurs+oCols(A6),D0 ; same number of columns, too?
bne ERROR ; that's a bozo no-no
;
; figure the bit-width needed to span the columns, and the rows.
;
move.w srcOurs+oCols(A6),D0 ; get count of columns
ext.l D0 ; make it a longword
bsr LOG2 ; figure bit-width
move.w D0,D1 ; set aside that result
move.w srcOurs+oRows(A6),D0 ; get count of rows
ext.l D0 ; make it a longword
bsr LOG2 ; again, find the bit-width
;
; set up various constants we'll need in the in the innermost loop
;
move.l #1,D5 ; set up...
lsl.l D1,D5 ; ...the bit mask which is...
sub.l #1,D5 ; ...bit-width (cols) 1's
add.w D1,D0 ; find total bit-width (rows plus columns)
lsl.w #2,D0 ; make the stride right [sic?] (longwords)
lea TABLE,A0 ; point to the table of XOR masks
move.l 0(A0,D0),D3 ; grab the correct XOR mask in D3
move.l D3,D0 ; 1st sequence element is the mask itself
move.l srcOurs+oBase(A6),D2 ; set up base pointer for our source bits
lsl.l #3,D2 ; make it into a bit address
move.l D2,A0 ; put it where the fast loop will use it
move.w srcOurs+oLbits(A6),D2 ; now pick up source left margin
ext.l D2 ; make it a longword
add.l D2,A0 ; and make A0 useful for odd routine below
move.l dstOurs+oBase(A6),D2 ; set up base pointer for target
lsl.l #3,D2 ; again, bit addressing works out faster
move.l D2,A1 ; stuff it where we want it for the loop
move.w dstOurs+oLbits(A6),D2 ; now pick up destination left margin
ext.l D2 ; make it a longword
add.l D2,A1 ; and make A1 useful, too
move.w srcOurs+oCols(A6),A2 ; pick up the often-used count of columns
move.w srcOurs+oRows(A6),D2 ; and of rows
add.w #1,D2 ; make row count one-too-high for compares
ext.l D2 ; and make it a longword
lsl.l D1,D2 ; slide it to line up w/rows part of D0
move.l D2,A4 ; and save that somewhere useful
move.w D1,D2 ; put log2(columns) in a safe place (sigh)
;
; try to reduce the amount we shift down D2. this involves:
; halving the strides as long as each is even, decrementing D2 as we go
; masking the bottom bits off D4 when we extract the row count in the loop
;
; alas, we can't always shift as little as we want. for instance, if we don't
; shift down far enough, the row count will be so high as to exceed a halfword,
; and the dread mulu instruction won't work (it eats only word operands). so,
; we have to have an extra check to take us out of the loop early.
;
move.w srcOurs+oStride(A6),D4 ; pick up source stride
move.w dstOurs+oStride(A6),D7 ; and target stride
move.w srcOurs+oRows(A6),D1 ; pick up row count for kludgey check
tst.w D2 ; how's the bitcount?
beq HALFDONE ; skip out if already down to zero
HALFLOOP
btst #0,D4 ; is this stride even?
bne HALFDONE ; nope -- our work here is done
btst #0,D7 ; how about this one?
bne HALFDONE ; have to have both even
lsl.w #1,D1 ; can we keep max row number in a halfword?
bcs HALFDONE ; nope -- D2 mustn't get any smaller!
lsr.w #1,D4 ; halve each stride...
lsr.w #1,D7 ; ...like this
sub.w #1,D2 ; and remember not to shift down as far
bne.s HALFLOOP ; loop unless we're down to no shift at all
HALFDONE ; no tacky platitudes, please
move.w D4,srcOurs+oStride(A6) ; put back source stride
move.w D7,dstOurs+oStride(A6) ; and target stride
;
; make some stuff faster to access -- use the fact that (An) is faster to access
; than d(An). this means we'll misuse our frame pointer, but don't worry -- we'll
; restore it before we use it again.
;
move.w srcOurs+oStride(A6),A5 ; make source stride faster to access, too
move.l A6,-(A7) ; save framitz pointer
move.w dstOurs+oStride(A6),A6 ; pick up destination stride
clr.l D6 ; we do only AND.W x,D6 -- but ADD.L D6,x
;
; main loop: map the sequence element into rows and columns, check if it's in bounds
; and skip on if it's not, flip the appropriate bit, generate the next element in the
; sequence, and loop if the sequence isn't done.
;
;
; check the row bounds. note that we can check the row before extracting it from
; D0, ignoring the bits at the bottom of D0 for the columns. to get these bits
; to be ignored, we had to make A4 one-too-high before shifting it up this far.
;
LOOP ; here for another time around
cmp.l A4,D0 ; is row in bounds?
bge.s NEXT ; no: clip this
;
; map it into the column; check bounds. note that we save this check for second;
; it's a little slower because of the move and mask.
;
; chuck sagely points out that when the "bhi" at the end of the loop takes, we
; know we can ignore the above comparison. thanks, chuck. you're a great guy.
;
LOOPROW ; here when we know the row number is OK
move.w D0,D6 ; copy the sequence element
and.w D5,D6 ; find just the column number
cmp.w A2,D6 ; too far to the right? (past oCols?)
bgt.s NEXT ; yes: skip out
move.l D0,D4 ; we know element will be used; copy it
sub.w D6,D4 ; remove column's bits
lsr.l D2,D4 ; shift down to row, NOT right-justified
;
; get the source byte, and bit offset. D4 has the bit offset in rows, and
; D6 is columns.
;
move.w A5,D1 ; get the stride per row (in bits)
mulu D4,D1 ; stride * row; find source row's offset in bits
add.l D6,D1 ; add in column offset (bits)
add.l A0,D1 ; plus base of bitmap (bits [sic])
move.b D1,D7 ; save the bottom three bits for the BTST
lsr.l #3,D1 ; while we shift down to a word address
move.l D1,A3 ; and save that for the test, too
not.b D7 ; get right bit number (compute #7-D7)
;
; find the destination bit address and bit offset
;
move.w A6,D1 ; extract cunningly hidden destination stride
mulu D1,D4 ; stride*row number = dest row's offset in bits
add.l D6,D4 ; add in column bit offset
add.l A1,D4 ; and base address, also in bits
move.b D4,D6 ; set aside the bit displacement
lsr.l #3,D4 ; make a byte displacement
not.b D6 ; get right bit number (compute #7-D6)
btst D7,(A3) ; test the D7th bit of source byte
move.l D4,A3 ; point to target byte (don't lose CC from btst)
bne.s SETON ; if on, go set destination on
bclr D6,(A3) ; else clear destination bit
;
; find the next sequence element. see knuth, vol ii., page 29 for sketchy details.
;
NEXT ; jump here if D0 not in bounds
lsr.l #1,D0 ; slide one bit to the right
bhi.s LOOPROW ; if no carry out, but not zero, loop
eor.l D3,D0 ; flip magic bits...
cmp.l D3,D0 ; ...but has this brought us to square 1?
bne.s LOOP ; if not, loop back; else...
bra.s DONE ; ...we're finished
SETON
bset D6,(A3) ; source bit was on: set destination on
; copy of above code, stolen for inline speed -- sorry.
lsr.l #1,D0 ; slide one bit to the right
bhi.s LOOPROW ; if no carry out, but not zero, loop
eor.l D3,D0 ; flip magic bits...
cmp.l D3,D0 ; ...but has this brought us to square 1?
bne.s LOOP ; if not, loop back; else fall through
;
; here when we're done; the (0,0) point may not have been done yet. this is
; really the (0,left margin) point.
;
DONE
move.l (A7)+,A6 ; and restore stack frame pointer
move.l srcOurs+oBase(A6),A0 ; set up base pointer for our source bits
move.l dstOurs+oBase(A6),A1 ; and pointer for target
move.w srcOurs+oLbits(A6),D0 ; pick up bit offset of left margin
move.w dstOurs+oLbits(A6),D1 ; and ditto for target
not.b D0 ; flip to number the bits for 68000
not.b D1 ; ditto
bset D1,(A1) ; assume source bit was on; set target
btst D0,(A0) ; was first bit of source on?
bne DONE2 ; yes: skip out
bclr D1,(A1) ; no: oops! set it right, and fall through
;
; return
;
DONE2 ; here when we're really done
ERROR ; we return silently on errors
_showcursor ; let's see this again
movem.l (A7)+,D3-D7/A2-A5 ; restore lots of registers
unlk A6 ; restore caller's stack frame pointer
move.l (A7)+,A0 ; pop return address
add.l #psize,A7 ; unstack parameters
jmp (A0) ; home to mother
;
; -----------------------------------------------------------------------------------
;
; table of (longword) masks to XOR in strange Knuthian algorithm. the first table
; entry is for a bit-width of two, so the table actually starts two longwords before
; that. hardware jocks among you may recognize this scheme as the software analog
; of a "maximum-length sequence generator".
;
table EQU *-8 ; first element is #2; stride is four bytes
DC.L $00000003 ; 2
DC.L $00000006 ; 3
DC.L $0000000C ; 4
DC.L $00000014 ; 5
DC.L $00000030 ; 6
DC.L $00000060 ; 7
DC.L $000000B8 ; 8
DC.L $00000110 ; 9
DC.L $00000240 ; 10
DC.L $00000500 ; 11
DC.L $00000CA0 ; 12
DC.L $00001B00 ; 13
DC.L $00003500 ; 14
DC.L $00006000 ; 15
DC.L $0000B400 ; 16
DC.L $00012000 ; 17
DC.L $00020400 ; 18
;;; guys above here are ignored, since we don't expect to dissolve more than a mac screen
;
; -----------------------------------------------------------------------------------
;
; convert -- convert a parameter bitMap and rectangle to our internal form.
;
; calling sequence:
; lea bitMap,A0 ; point to the bitmap
; lea rect,A1 ; and the rectangle inside it
; lea ours,A2 ; and our data structure
; bsr CONVERT ; call us
;
; when done, all fields of the "ours" structure are filled in:
; oBase is the address of the first byte in which any bits are to be changed
; oLbits is the number of bits into that first byte which are ignored
; oStride is the stride from one row to the next, in bits
; oCols is the number of columns in the rectangle
; oRows is the number of rows
;
; registers used: D0, D1, D2
;
CONVERT
;
; save the starting word and bit address of the stuff:
;
move.w top(A1),D0 ; pick up top of inner rectangle
sub.w bounds+top(A0),D0 ; figure rows to skip within bitmap
mulu rowbytes(A0),D0 ; compute bytes to skip (relative offset)
add.l baseaddr(A0),D0 ; find absolute address of first row to use
move.w left(A1),D1 ; pick up left coordinate of inner rect
sub.w bounds+left(A0),D1 ; find columns to skip
move.w D1,D2 ; copy that
and.w #7,D2 ; compute bits to skip in first byte
move.w D2,oLbits(A2) ; save that in the structure
lsr.w #3,D1 ; convert column count from bits to bytes
ext.l D1 ; convert to a long value, so we can...
add.l D1,D0 ; add to row start in bitmap to find 1st byte
move.l D0,oBase(A2) ; save that in the structure
;
; save the stride of the bitmap; this is the same as for the original, but in bits.
;
move.w rowbytes(A0),D0 ; pick up the stride
lsl.w #3,D0 ; multiply by eight to get a bit stride
move.w D0,oStride(A2) ; stick it in the target structure
;
; save the number of rows and columns.
;
move.w bottom(A1),D0 ; get the bottom of the rectangle
sub.w top(A1),D0 ; less the top coordinate
sub.w #1,D0 ; get number of highest row (1st is zero)
bmi CERROR ; nothing to do? (note: 0 IS ok)
move.w D0,oRows(A2); ; save that in the structure
move.w right(A1),D0 ; get the right edge of the rectangle
sub.w left(A1),D0 ; less the left coordinate
sub.w #1,D0 ; make it zero-based
bmi CERROR ; nothing to do here?
move.w D0,oCols(A2) ; save that in the structure
;
; all done. return.
;
rts
;
; error found in CONVERT. pop return and jump to the error routine, such as it is.
;
CERROR
tst.l (A7)+ ; pop four bytes of return address.
bra.s ERROR ; return silently
;
; -----------------------------------------------------------------------------------
;
; log2 -- find the ceiling of the log, base 2, of a number.
;
; calling sequence:
; move.l N,D0 ; store the number in D0
; bsr LOG2 ; call us
; move.w D0,... ; D0 contains the word result
;
; registers used: D2, (D0)
;
LOG2
tst.l D0 ; did they pass us a zero?
beq.s LOGDONE ; call log2(0) zero -- what the heck...
sub.l #1,D0 ; so 2**n works right (sigh)
beq.s LOGDONE ; if D0 was one, answer is zero
move.w #32,D2 ; initialize count
LOG2LP
lsl.l #1,D0 ; slide bits to the left by one
dbcs D2,LOG2LP ; decrement and loop until a bit falls off
move.w D2,D0 ; else save our value where we promised it
LOGDONE ; here with final value in D0
rts ; and return
END ; procedure dissBits