#include #include /* Fill a disc of radius r centered at x1,y1 * The boundary is a sequence of vertically, horizontally, * or diagonally adjacent points that minimize * abs(x^2+y^2-r^2). * * The circle is guaranteed to be symmetric about * the horizontal, vertical, and diagonal axes * * If the disc is large, use bitblt to draw the lines, as it's faster. */ void disc(Bitmap *b, Point p, int r, int v, Fcode f) { int x1, y1; int x0, y0; Bitmap *bp; int eps, exy; int dxsq, dysq; x1 = p.x; y1 = p.y; eps = 0; dxsq = 1; dysq = 1 - 2*r; x0 = x1; y0 = y1 - r; x1++; /* to offset half-open lines*/ y1 += r; if(r >= 16){ bp = balloc(Rect(p.x-r, 0, p.x+r+1, 1), b->ldepth); if(bp == nil) berror("can't allocate bitmap for disc"); segment(bp, bp->r.min, Pt(p.x+r+1, 0), v, S); /* load the value */ while(y1 > y0) { exy = eps + dxsq + dysq; if(-exy <= eps+dxsq) { bitblt(b, Pt(x0, y0), bp, Rect(x0, 0, x1, 1), f); bitblt(b, Pt(x0, y1), bp, Rect(x0, 0, x1, 1), f); y1--; y0++; eps += dysq; dysq += 2; } if(exy <= -eps) { x1++; x0--; eps += dxsq; dxsq += 2; } } bitblt(b, Pt(x0, y0), bp, Rect(x0, 0, x1, 1), f); bfree(bp); }else{ while(y1 > y0) { exy = eps + dxsq + dysq; if(-exy <= eps+dxsq) { segment(b, Pt(x0, y0), Pt(x1, y0), v, f); segment(b, Pt(x0, y1), Pt(x1, y1), v, f); y1--; y0++; eps += dysq; dysq += 2; } if(exy <= -eps) { x1++; x0--; eps += dxsq; dxsq += 2; } } segment(b, Pt(x0, y0), Pt(x1, y0), v, f); } }