Drawing shapes on the screen
The same program in M68K, MIPS, RISC-V.
This program draws a house beneath the sun and prints a label above it. Open it in the editor, choose Build, then Run, and watch the Screen panel. The picture has six parts—the sky, ground, sun, house, roof and door—but takes eleven drawing commands to make.
Like the console in Print a string, the Screen responds to bytes written to ports. Each drawing
operation has two steps: set its colours and coordinates, then write one command to P_CMD.
C_RESIZE sets the Screen's size from X and Y; C_MOVE_TO moves the drawing position;
C_LINE_TO draws from there to a new point; and C_FLOOD spreads colour from a starting point.
The other commands here clear the Screen or draw a rectangle or ellipse.
P_CHAR equ 0x10 ; the console character port draws at the text cursor
P_PEN equ 0x20 ; lines, outlines and text
P_FILL equ 0x21 ; the inside of a shape, and the clear
P_WIDTH equ 0x22
P_X equ 0x23
P_Y equ 0x24
P_X2 equ 0x25
P_Y2 equ 0x26
P_CMD equ 0x27 ; one write here runs one drawing operation
P_COL equ 0x29 ; the text cursor, in 8 by 8 cells
P_ROW equ 0x2A
C_LINE_TO equ 2
C_MOVE_TO equ 3
C_RECT equ 4
C_ELLIPSE equ 6
C_FLOOD equ 8
C_CLEAR equ 9
C_RESIZE equ 10
SKY equ 0x9B ; a colour is one byte: 3 bits of red, 3 of green, 2 of blue
GRASS equ 0x35
SUN equ 0xFC
WALL equ 0xAD
ROOF equ 0x64
DOOR equ 0x44
WHITE equ 0xFF
CMD equ 0 ; offsets within each seven-byte command row
FILL equ 1
PEN equ 2
SX equ 3
SY equ 4
SX2 equ 5
SY2 equ 6
SHAPE_SIZE equ 7 ; bytes in one table row
COUNT equ (shapes_end - shapes) / SHAPE_SIZE
.org 0x8000
ld a, 3
out (P_WIDTH), a ; a three pixel pen, for every outline in the picture
ld ix, shapes
ld b, COUNT
draw:
ld a, (ix+FILL)
out (P_FILL), a
ld a, (ix+PEN)
out (P_PEN), a
ld a, (ix+SX)
out (P_X), a
ld a, (ix+SY)
out (P_Y), a
ld a, (ix+SX2)
out (P_X2), a
ld a, (ix+SY2)
out (P_Y2), a
ld a, (ix+CMD)
out (P_CMD), a ; and the command port draws it
ld de, SHAPE_SIZE
add ix, de ; on to the next table row
djnz draw
ld a, WHITE
out (P_PEN), a
ld a, 1
out (P_COL), a ; the text cursor is in cells, not in pixels
xor a
out (P_ROW), a
ld hl, label
print:
ld a, (hl)
or a
jr z, done
out (P_CHAR), a
inc hl
jr print
done:
halt
.org 0x9000
shapes:
; command fill pen x y x2 y2
.db C_RESIZE, 0, 0, 240, 192, 0, 0 ; the Screen itself
.db C_CLEAR, SKY, SKY, 0, 0, 0, 0 ; the sky
.db C_RECT, GRASS, GRASS, 0, 130, 240, 192 ; the ground
.db C_ELLIPSE, SUN, SUN, 180, 20, 225, 65 ; the sun
.db C_RECT, WALL, WHITE, 70, 80, 160, 160 ; the house
.db C_MOVE_TO, WALL, ROOF, 58, 80, 0, 0 ; over to the left eave
.db C_LINE_TO, WALL, ROOF, 115, 40, 0, 0 ; up to the apex
.db C_LINE_TO, WALL, ROOF, 172, 80, 0, 0 ; down to the right eave
.db C_LINE_TO, WALL, ROOF, 58, 80, 0, 0 ; and back where it started
.db C_FLOOD, ROOF, ROOF, 115, 65, 0, 0 ; and the inside of the roof
.db C_RECT, DOOR, DOOR, 100, 125, 125, 160 ; the door
shapes_end:
label: .asciz "A HOUSE IN ELEVEN COMMANDS"
Every coordinate is one byte, so the Screen is at most 256 by 256 pixels, and no coordinate can hold the number 256 itself. The first command resizes it to 240 by 192, which is a size whose right and bottom edges a byte can name, and after that a rectangle can reach every pixel there is. A rectangle excludes its right and bottom edges, so a rectangle from row 0 to row 192 paints rows 0 to 191 and the ground really does reach the last row of the Screen.
A colour is one byte in a 3-3-2 layout: three bits of red in bits 7 to 5, three of green in bits
4 to 2 and two of blue in bits 1 and 0. SKY equ 0x9B is 100 110 11, which is four of the seven
reds, six of the seven greens and all three of the blues, and comes out a pale blue. Two bits of
blue is what was left over, which is why the greys on this machine are not exactly neutral.
Each table row holds one command and six values. CMD through SY2 name the offsets of those
seven bytes, and SHAPE_SIZE is the number of bytes in a whole row. (ix+FILL) reads the fill
colour from the row ix points at. After the command runs, add ix, de moves ix forward by
SHAPE_SIZE bytes to the next row. The assembler works out COUNT from the labels around the
table, so another row also adds another turn through the loop.
If you use Step, watch the Screen after the first three writes to P_CMD: it changes size,
turns sky blue, then gains the ground. Each operation takes effect when the command is written,
after its colours and coordinates have been set.
The ground, sun and door have the same colour in their fill and pen fields, so they have no
contrasting rim. The house uses WALL inside and WHITE outside, and the three pixel pen
set before the loop is what makes that outline thick.
The roof is made from three lines. C_MOVE_TO moves the drawing position to the left eave
without drawing. Each C_LINE_TO then draws from that position to its new point and leaves the
position there. The three commands trace the two slopes and the base of the roof.
C_FLOOD colours the inside. It starts at the pixel in X and Y and spreads the fill colour over
connected pixels of the colour it started on, stopping at the three lines. The point 115, 65 lies
inside that outline. The flood row's fill field matters, which is why it says ROOF where the line
rows say WALL.
The label goes through the console character port, the same port Print a string used, because the Screen has no text command of its own. Text lands at the text cursor, which is counted in 8 by 8 character cells, so a 240 pixel Screen is 30 columns wide and the label can only start on a cell boundary: there is no way to put text at an arbitrary pixel. The characters are painted in the pen colour on the background colour, and the background is whatever the last clear filled the Screen with, which is why white on the sky looks right.
Try adding a window. Copy the door's C_RECT row to the end of the table, before shapes_end.
Choose two corners inside the house wall and set its fill and pen colours. Build and Run again;
COUNT will include the new row without changing the loop.
You can also test the roof fill. The 115 in the first C_LINE_TO row is the apex's X coordinate.
Move it left and run the program again. If the fill point at 115, 65 ends up outside the roof,
C_FLOOD has no enclosing lines to stop it and the roof colour spreads across the sky. A flood fill
needs a point inside a closed outline.