[函数名称]
洪水填充算法函数
WriteableBitmap FloodfillProcess(WriteableBitmap src,Point location, Color fillColor, int threshold)
2,以这个点为起点,将它压入栈中,假设我们要填充的颜色为A,则将该点颜色设置为A,然后判断它的四邻域像素,这里我们设置一个颜色阈值T,假设当前像素灰度值为P(x,y),四邻域像素为M(n),n=1,2,3,4,那么判断当前像素与四邻域像素的灰度差值D=|P-M|,如果D小于T, 那么我们将该像素M作为下一个种子点,压入栈中,否则继续判断。如图中黑色像素的四邻域内有一灰色点,与其差值小于T,则把它作为新的种子点压入栈中,继续判断。
3,当栈为空时,种子填充结束,否则重做步骤2。
[函数代码]
/// <summary> /// Flood fill. /// </summary> /// <param name="src">The source image.</param> /// <param name="location">The start point to be filled.</param> /// <param name="fillColor">The color to be filled.</param> /// <param name="threshold">One parameter to control fill effect, from 0 to 255.</param> /// <returns></returns> public static WriteableBitmap FloodfillProcess(WriteableBitmap src,Point location, Color fillColor, int threshold)////洪水填充算法 { if (src != null) { int w = src.PixelWidth; int h = src.PixelHeight; Stack<Point> fillPoints = new Stack<Point>(w * h); int[,] mask = new int[w, h]; WriteableBitmap fillImage = new WriteableBitmap(w, h); byte[] temp = src.PixelBuffer.ToArray(); byte[] tempMask = (byte[])temp.Clone(); Color backColor = Color.FromArgb(0,tempMask[(int)location.X * 4 + 2 + (int)location.Y * w * 4], tempMask[(int)location.X * 4 + 1 + (int)location.Y * w * 4], tempMask[(int)location.X * 4 + (int)location.Y * w * 4]); int gray = (int)((backColor.R + backColor.G + backColor.B) / 3); if (location.X < 0 || location.X >= w || location.Y < 0 || location.Y >= h) return null; fillPoints.Push(new Point(location.X, location.Y)); while (fillPoints.Count > 0) { Point p = fillPoints.Pop(); mask[(int)p.X, (int)p.Y] = 1; tempMask[4 * (int)p.X + (int)p.Y * w*4] = (byte)fillColor.B; tempMask[4 * (int)p.X + 1 + (int)p.Y * w*4] = (byte)fillColor.G; tempMask[4 * (int)p.X + 2 +(int) p.Y * w*4] = (byte)fillColor.R; if (p.X > 0 && (Math.Abs(gray - (int)((tempMask[4 * ((int)p.X - 1) + (int)p.Y * w * 4] + tempMask[4 * ((int)p.X - 1) + 1 + (int)p.Y * w * 4] + tempMask[4 * ((int)p.X - 1) + 2 + (int)p.Y * w * 4]) / 3)) < threshold) && (mask[(int)p.X - 1, (int)p.Y] != 1)) { tempMask[4 * ((int)p.X - 1) + (int)p.Y * w*4] = (byte)fillColor.B; tempMask[4 * ((int)p.X - 1) + 1 + (int)p.Y * w*4] = (byte)fillColor.G; tempMask[4 * ((int)p.X - 1) + 2 + (int)p.Y * w*4] = (byte)fillColor.R; fillPoints.Push(new Point(p.X - 1, p.Y)); mask[(int)p.X - 1, (int)p.Y] = 1; } if (p.X < w - 1 && (Math.Abs(gray - (int)((tempMask[4 * ((int)p.X + 1) + (int)p.Y * w * 4] + tempMask[4 * ((int)p.X + 1) + 1 + (int)p.Y * w * 4] + tempMask[4 * ((int)p.X + 1) + 2 + (int)p.Y * w * 4]) / 3)) < threshold) && (mask[(int)p.X + 1, (int)p.Y] != 1)) { tempMask[4 * ((int)p.X + 1) + (int)p.Y * w * 4] = (byte)fillColor.B; tempMask[4 * ((int)p.X + 1) + 1 + (int)p.Y * w * 4] = (byte)fillColor.G; tempMask[4 * ((int)p.X + 1) + 2 + (int)p.Y * w * 4] = (byte)fillColor.R; fillPoints.Push(new Point(p.X + 1, p.Y)); mask[(int)p.X + 1, (int)p.Y] = 1; } if (p.Y > 0 && (Math.Abs(gray - (int)((tempMask[4 * (int)p.X + ((int)p.Y - 1) * w * 4] + tempMask[4 * (int)p.X + 1 + ((int)p.Y - 1) * w * 4] + tempMask[4 * (int)p.X + 2 + ((int)p.Y - 1) * w * 4]) / 3)) < threshold) && (mask[(int)p.X, (int)p.Y - 1] != 1)) { tempMask[4 * (int)p.X + ((int)p.Y - 1) * w * 4] = (byte)fillColor.B; tempMask[4 * (int)p.X + 1 + ((int)p.Y - 1) * w * 4] = (byte)fillColor.G; tempMask[4 * (int)p.X + 2 + ((int)p.Y - 1) * w * 4] = (byte)fillColor.R; fillPoints.Push(new Point(p.X, p.Y - 1)); mask[(int)p.X, (int)p.Y - 1] = 1; } if (p.Y < h - 1 && (Math.Abs(gray - (int)((tempMask[4 * (int)p.X + ((int)p.Y + 1) * w * 4] + tempMask[4 * (int)p.X + 1 + ((int)p.Y + 1) * w * 4] + tempMask[4 * (int)p.X + 2 + ((int)p.Y + 1) * w * 4]) / 3)) < threshold) && (mask[(int)p.X, (int)p.Y + 1] != 1)) { tempMask[4 * (int)p.X + ((int)p.Y + 1) * w * 4] = (byte)fillColor.B; tempMask[4 * (int)p.X + 1 + ((int)p.Y + 1) * w * 4] = (byte)fillColor.G; tempMask[4 * (int)p.X + 2 + ((int)p.Y + 1) * w * 4] = (byte)fillColor.R; fillPoints.Push(new Point(p.X, p.Y + 1)); mask[(int)p.X, (int)p.Y + 1] = 1; } } fillPoints.Clear(); temp = (byte[])tempMask.Clone(); Stream sTemp = fillImage.PixelBuffer.AsStream(); sTemp.Seek(0, SeekOrigin.Begin); sTemp.Write(temp, 0, w * 4 * h); return fillImage; } else { return null; } }