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Drawing lines: DrawClippedLine (Part 4 of 6)

Name: DrawClippedLine (Part 4 of 6) [Show more] Type: Subroutine Category: Drawing lines Summary: Calculate the starting point and direction for our clipped vector line
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
\ In this part, the end-goal is to calculate the start \ point and direction for an on-screen vector line, \ which we can pass them to the DrawCanopyLine routine \ later on \ \ This means we want to calculate a pixel coordinate in \ (R, S) and a direction in V, by clipping the current \ start and end points to fit on-screen, if necessary LDX L \ Set X to the point ID for the line's start point LDY M \ Set Y to the point ID for the line's end point LDA zPointHi,Y \ If the z-coordinate for the line's end point is BPL draw10 \ positive, then it's in front of us, so jump to draw10 LDA V \ The end point is behind us, so flip bits 6 and 7 in V EOR #%11000000 \ to reverse the line direction in both axes STA V \ The end point is behind us, so we can't use the end \ point as our vector line's starting point, so now we \ check whether we can use the start point LDA TT \ If TT is zero then the start point is on-screen, so BEQ draw15 \ jump to draw15 to use the current values of (R, S) as \ our pixel coordinate, which works because RR and SS \ have to be zero for the start point to be on-screen, \ so (RR R) = (0 R) = R and (SS S) = (0 S) = S, so we \ can just use the low bytes as the two coordinates, \ i.e. (R, S) BNE draw12 \ TT is non-zero, so the start point is off-screen, so \ jump to draw12 to clip the start of the line so it \ fits on-screen (this BNE is effectively a JMP as A is \ never zero) .draw10 \ If we get here then the end point is in front of us LDA zPointHi,X \ If the z-coordinate for the line's start point is BPL draw11 \ positive, which is in front of us, jump to draw11 JSR SwapLinePoints \ The start point is behind us and the end point is in \ front of us, so copy the end point's coordinates and \ clipping information into the start point, so the \ start point is now in front of us LDA TT \ If TT is zero then the start point is on-screen, so BEQ draw15 \ jump to draw15 BNE draw12 \ TT is non-zero, so the start point is off-screen, so \ jump to draw12 to clip the start of the line (this BNE \ is effectively a JMP as A is never zero) .draw11 \ If we get here then both the start and end points are \ in front of us LDA TT \ If TT is non-zero then the start point is off-screen, BNE draw14 \ so jump to draw14 to potentially clip from the end of \ the line (i.e. if the end point is off-screen) LDA UU \ If UU is non-zero then the end point is off-screen, so BNE draw15 \ jump to draw13 via draw15 to clip from the end of the \ line BEQ draw21 \ Both TT and UU are zero, so both points are on-screen \ and we don't need to do any clipping, so jump to \ draw21 .draw12 \ If we get here then the one point is off-screen but \ in front of us, and the other point is behind us and \ can't be used as our vector line starting point, and \ we've set the start point to be the point that is in \ front of us JSR ClipStartOfLine \ Clip the line at the start to move the start point \ on-screen, so we can use it as our vector line's \ starting point JMP draw15 \ We now have an on-screen pixel coordinate in (R, S), \ so jump to draw15 to move on to the next stage .draw13 \ If we get here then both the start and end points are \ off-screen, but they are both in front of us, so we \ need to clip both ends of the line JSR ClipBestEndOfLine \ Clip the line at either the start or end point, \ whichever is best, so that it fits on-screen JMP draw15 \ We now have an on-screen pixel coordinate in (R, S), \ so jump to draw15 to move on to the next stage .draw14 \ If we get here then both the start and end points are \ in front of us and the start point is off-screen LDA UU \ If UU is non-zero then the end point is also BNE draw13 \ off-screen, so jump to draw13 to clip both ends of the \ line \ If we get here then the start point is off-screen but \ the end point is on-screen, so we now use the end \ point for our vector line's starting point LDA V \ Flip bits 6 and 7 in V to reverse the line direction EOR #%11000000 STA V LDA W \ Set (R, S) to the end point's coordinate in (W, G) STA R LDA G STA S