Win8 Metro(C#)数字图像处理--2.66FloodFill算法

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[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;             }         }

最后,分享一个专业的图像处理网站(微像素),里面有很多源代码下载:
http://www.zealpixel.com/portal.php

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