Hat jemand einen Flood-Fill-Algorithmus in JavaScript zur Verwendung mit HTML Canvas implementiert?Wie kann ich die Überfüllung mit HTML Canvas durchführen?
Meine Anforderungen sind einfach: Flood mit einer einzigen Farbe von einem einzigen Punkt aus, wobei die Grenzfarbe eine Farbe größer als ein bestimmtes Delta der Farbe an dem angegebenen Punkt ist.
var r1, r2; // red values
var g1, g2; // green values
var b1, b2; // blue values
var actualColorDelta = Math.sqrt((r1 - r2)*(r1 - r2) + (g1 - g2)*(g1 - g2) + (b1 - b2)*(b1 - b2))
function floodFill(canvas, x, y, fillColor, borderColorDelta) {
...
}
Update:
Ich schrieb meine eigene Implementierung von Hochwasserfüllung, die folgt. Es ist langsam, aber genau. Ungefähr 37% der Zeit werden in zwei Array-Funktionen auf niedriger Ebene aufgegriffen, die Teil des Prototyp-Frameworks sind. Sie werden von Push und Pop genannt, nehme ich an. Der Großteil der restlichen Zeit wird in der Hauptschleife verbracht.
var ImageProcessing;
ImageProcessing = {
/* Convert HTML color (e.g. "#rrggbb" or "#rrggbbaa") to object with properties r, g, b, a.
* If no alpha value is given, 255 (0xff) will be assumed.
*/
toRGB: function (color) {
var r, g, b, a, html;
html = color;
// Parse out the RGBA values from the HTML Code
if (html.substring(0, 1) === "#")
{
html = html.substring(1);
}
if (html.length === 3 || html.length === 4)
{
r = html.substring(0, 1);
r = r + r;
g = html.substring(1, 2);
g = g + g;
b = html.substring(2, 3);
b = b + b;
if (html.length === 4) {
a = html.substring(3, 4);
a = a + a;
}
else {
a = "ff";
}
}
else if (html.length === 6 || html.length === 8)
{
r = html.substring(0, 2);
g = html.substring(2, 4);
b = html.substring(4, 6);
a = html.length === 6 ? "ff" : html.substring(6, 8);
}
// Convert from Hex (Hexidecimal) to Decimal
r = parseInt(r, 16);
g = parseInt(g, 16);
b = parseInt(b, 16);
a = parseInt(a, 16);
return {r: r, g: g, b: b, a: a};
},
/* Get the color at the given x,y location from the pixels array, assuming the array has a width and height as given.
* This interprets the 1-D array as a 2-D array.
*
* If useColor is defined, its values will be set. This saves on object creation.
*/
getColor: function (pixels, x, y, width, height, useColor) {
var redIndex = y * width * 4 + x * 4;
if (useColor === undefined) {
useColor = { r: pixels[redIndex], g: pixels[redIndex + 1], b: pixels[redIndex + 2], a: pixels[redIndex + 3] };
}
else {
useColor.r = pixels[redIndex];
useColor.g = pixels[redIndex + 1]
useColor.b = pixels[redIndex + 2];
useColor.a = pixels[redIndex + 3];
}
return useColor;
},
setColor: function (pixels, x, y, width, height, color) {
var redIndex = y * width * 4 + x * 4;
pixels[redIndex] = color.r;
pixels[redIndex + 1] = color.g,
pixels[redIndex + 2] = color.b;
pixels[redIndex + 3] = color.a;
},
/*
* fill: Flood a canvas with the given fill color.
*
* Returns a rectangle { x, y, width, height } that defines the maximum extent of the pixels that were changed.
*
* canvas .................... Canvas to modify.
* fillColor ................. RGBA Color to fill with.
* This may be a string ("#rrggbbaa") or an object of the form { r: red, g: green, b: blue, a: alpha }.
* x, y ...................... Coordinates of seed point to start flooding.
* bounds .................... Restrict flooding to this rectangular region of canvas.
* This object has these attributes: { x, y, width, height }.
* If undefined or null, use the whole of the canvas.
* stopFunction .............. Function that decides if a pixel is a boundary that should cause
* flooding to stop. If omitted, any pixel that differs from seedColor
* will cause flooding to stop. seedColor is the color under the seed point (x,y).
* Parameters: stopFunction(fillColor, seedColor, pixelColor).
* Returns true if flooding shoud stop.
* The colors are objects of the form { r: red, g: green, b: blue, a: alpha }
*/
fill: function (canvas, fillColor, x, y, bounds, stopFunction) {
// Supply default values if necessary.
var ctx, minChangedX, minChangedY, maxChangedX, maxChangedY, wasTested, shouldTest, imageData, pixels, currentX, currentY, currentColor, currentIndex, seedColor, tryX, tryY, tryIndex, boundsWidth, boundsHeight, pixelStart, fillRed, fillGreen, fillBlue, fillAlpha;
if (Object.isString(fillColor)) {
fillColor = ImageProcessing.toRGB(fillColor);
}
x = Math.round(x);
y = Math.round(y);
if (bounds === null || bounds === undefined) {
bounds = { x: 0, y: 0, width: canvas.width, height: canvas.height };
}
else {
bounds = { x: Math.round(bounds.x), y: Math.round(bounds.y), width: Math.round(bounds.y), height: Math.round(bounds.height) };
}
if (stopFunction === null || stopFunction === undefined) {
stopFunction = new function (fillColor, seedColor, pixelColor) {
return pixelColor.r != seedColor.r || pixelColor.g != seedColor.g || pixelColor.b != seedColor.b || pixelColor.a != seedColor.a;
}
}
minChangedX = maxChangedX = x - bounds.x;
minChangedY = maxChangedY = y - bounds.y;
boundsWidth = bounds.width;
boundsHeight = bounds.height;
// Initialize wasTested to false. As we check each pixel to decide if it should be painted with the new color,
// we will mark it with a true value at wasTested[row = y][column = x];
wasTested = new Array(boundsHeight * boundsWidth);
/*
$R(0, bounds.height - 1).each(function (row) {
var subArray = new Array(bounds.width);
wasTested[row] = subArray;
});
*/
// Start with a single point that we know we should test: (x, y).
// Convert (x,y) to image data coordinates by subtracting the bounds' origin.
currentX = x - bounds.x;
currentY = y - bounds.y;
currentIndex = currentY * boundsWidth + currentX;
shouldTest = [ currentIndex ];
ctx = canvas.getContext("2d");
//imageData = ctx.getImageData(bounds.x, bounds.y, bounds.width, bounds.height);
imageData = ImageProcessing.getImageData(ctx, bounds.x, bounds.y, bounds.width, bounds.height);
pixels = imageData.data;
seedColor = ImageProcessing.getColor(pixels, currentX, currentY, boundsWidth, boundsHeight);
currentColor = { r: 0, g: 0, b: 0, a: 1 };
fillRed = fillColor.r;
fillGreen = fillColor.g;
fillBlue = fillColor.b;
fillAlpha = fillColor.a;
while (shouldTest.length > 0) {
currentIndex = shouldTest.pop();
currentX = currentIndex % boundsWidth;
currentY = (currentIndex - currentX)/boundsWidth;
if (! wasTested[currentIndex]) {
wasTested[currentIndex] = true;
//currentColor = ImageProcessing.getColor(pixels, currentX, currentY, boundsWidth, boundsHeight, currentColor);
// Inline getColor for performance.
pixelStart = currentIndex * 4;
currentColor.r = pixels[pixelStart];
currentColor.g = pixels[pixelStart + 1]
currentColor.b = pixels[pixelStart + 2];
currentColor.a = pixels[pixelStart + 3];
if (! stopFunction(fillColor, seedColor, currentColor)) {
// Color the pixel with the fill color.
//ImageProcessing.setColor(pixels, currentX, currentY, boundsWidth, boundsHeight, fillColor);
// Inline setColor for performance
pixels[pixelStart] = fillRed;
pixels[pixelStart + 1] = fillGreen;
pixels[pixelStart + 2] = fillBlue;
pixels[pixelStart + 3] = fillAlpha;
if (minChangedX < currentX) { minChangedX = currentX; }
else if (maxChangedX > currentX) { maxChangedX = currentX; }
if (minChangedY < currentY) { minChangedY = currentY; }
else if (maxChangedY > currentY) { maxChangedY = currentY; }
// Add the adjacent four pixels to the list to be tested, unless they have already been tested.
tryX = currentX - 1;
tryY = currentY;
tryIndex = tryY * boundsWidth + tryX;
if (tryX >= 0 && ! wasTested[tryIndex]) {
shouldTest.push(tryIndex);
}
tryX = currentX;
tryY = currentY + 1;
tryIndex = tryY * boundsWidth + tryX;
if (tryY < boundsHeight && ! wasTested[tryIndex]) {
shouldTest.push(tryIndex);
}
tryX = currentX + 1;
tryY = currentY;
tryIndex = tryY * boundsWidth + tryX;
if (tryX < boundsWidth && ! wasTested[tryIndex]) {
shouldTest.push(tryIndex);
}
tryX = currentX;
tryY = currentY - 1;
tryIndex = tryY * boundsWidth + tryX;
if (tryY >= 0 && ! wasTested[tryIndex]) {
shouldTest.push(tryIndex);
}
}
}
}
//ctx.putImageData(imageData, bounds.x, bounds.y);
ImageProcessing.putImageData(ctx, imageData, bounds.x, bounds.y);
return { x: minChangedX + bounds.x, y: minChangedY + bounds.y, width: maxChangedX - minChangedX + 1, height: maxChangedY - minChangedY + 1 };
},
getImageData: function (ctx, x, y, w, h) {
return ctx.getImageData(x, y, w, h);
},
putImageData: function (ctx, data, x, y) {
ctx.putImageData(data, x, y);
}
};
BTW, wenn ich das nennen, verwende ich eine benutzerdefinierte Stopfunktion:
stopFill : function (fillColor, seedColor, pixelColor) {
// Ignore alpha difference for now.
return Math.abs(pixelColor.r - seedColor.r) > this.colorTolerance || Math.abs(pixelColor.g - seedColor.g) > this.colorTolerance || Math.abs(pixelColor.b - seedColor.b) > this.colorTolerance;
},
Wenn jemand eine Möglichkeit, die Leistung dieses Codes zu verbessern, sehen kann, ich es schätzen würde. Die Grundidee ist: 1) Samenfarbe ist die Anfangsfarbe an dem Punkt, um Überschwemmung zu beginnen. 2) Probieren Sie vier benachbarte Punkte aus: oben, rechts, unten und links ein Pixel. 3) Wenn der Punkt außerhalb des Bereichs liegt oder bereits besucht wurde, überspringen Sie ihn. 4) Ansonsten drücken Sie auf den Stapel interessanter Punkte. 5) Pop den nächsten interessanten Punkt vom Stapel. 6) Wenn die Farbe an diesem Punkt eine Stoppfarbe ist (wie in der stopFunction definiert), dann bearbeite diesen Punkt und gehe zu Schritt 5. 7) Ansonsten gehe zu Schritt 2. 8) Wenn es keine interessanteren gibt Punkte zu besuchen, stoppen Schleifen.
Wenn Sie sich erinnern, dass ein Punkt besucht wurde, benötigen Sie ein Array mit der gleichen Anzahl von Elementen wie Pixel.
Wenn es so ist, sollten Sie Ihre eigene Frage beantworten, anstatt die Frage zu bearbeiten. –
Pedro hat Recht: Wenn Sie eine Lösung für Ihr Problem gefunden haben, ist es falsch, Ihre Frage mit der Antwort zu "aktualisieren". Der richtige Weg ist, Ihre eigene Antwort hinzuzufügen und sie zu akzeptieren. –