Post by bplus on Aug 29, 2024 22:15:35 GMT
For years fcirc (fill circle) below has been "Gold Standard" in speed for a Circle Fill. Recently discovered FC3 as a pretty good alternate routine with simpler code:
_Title "FC3 versus fcirc QB64 v2.1" ' b+ 2024-08-29
'Dav, AUG/2024 bplus mod 2024-08-28 try faster FC2 mod of fc
' 2024-08-29 try larger circles all on screen with FC3
' next line uncommented will speed up test time but wont be able to exit until done.
'$Checking:Off
Screen _NewImage(1000, 700, 32)
_ScreenMove 150, 0
Randomize Timer
Print "Overlapping lines check of FC2"
FC3 500, 350, 300, &H200000FF ' check for overlapping lines
Print "Looking good! no lighter lines." ' FC passes too BTW
Print: Print " zzz... press any for timed test"
Sleep
Cls
For i = 1 To 10 ' in case going first has disadvantage
'time the fc sub
t# = Timer
For c = 1 To 2000
fcirc Rnd * (_Width - 700) + 350, 350, 350, _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
_Display
Next
t1# = t1# + Timer - t#
'time the fc2 sub
t# = Timer
For c = 1 To 2000
FC3 Rnd * (_Width - 700) + 350, 350, 350, _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
_Display
Next
t2# = t2# + Timer - t#
Next
Print
Print "fcirc ="; t1#
Print " FC3 ="; t2#
Print
If t2# < t1# Then
Print "FC3 wins!"
ElseIf t1# < t2# Then ' EDIT fixed!
Print "fcirc wins!"
Else
Print "Tie fcirc = FC3 time"
End If
_Display
Sub fc (cx, cy, r, clr&)
For y = -r To r
x = Int(Sqr(r * r - y * y))
Line (cx - x, cy + y)-(cx + x, cy + y), clr&, BF
Next
End Sub
Sub FC3 (cx, cy, r, clr&)
Line (cx - r, cy)-(cx + r, cy), clr&, BF
y = 1
r2 = r * r ' Dav mod
While y <= r
x = Int(Sqr(r2 - y * y)) ' r2 Dav
Line (cx - x, cy + y)-(cx + x, cy + y), clr&, BF
Line (cx - x, cy - y)-(cx + x, cy - y), clr&, BF
y = y + 1
Wend
End Sub
Sub fcirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
Dim Radius As Integer, RadiusError As Integer
Dim X As Integer, Y As Integer
Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
If Radius = 0 Then PSet (CX, CY), C: Exit Sub
Line (CX - X, CY)-(CX + X, CY), C, BF
While X > Y
RadiusError = RadiusError + Y * 2 + 1
If RadiusError >= 0 Then
If X <> Y + 1 Then
Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
Wend
End Sub