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javascript - Canvas - floodfill leaves white pixels at edges

I am creating a drawing app. I have succeeded to do everything. When I paint the image with a dark color, some white pixels appear at the edges. I tried to change the value of r + g + b and also alpha but no use. Can any one help me out? You can check the live site from here. Anyone who will help me, I shall grant 50 bounty to him/her. Thanks. This is my code.

<script type="text/javascript">
    var initial = screen.width - 50;

    if (initial < 1000) {
        initial = 1000;
    }

    var firsttime = null;

    var colorYellow = {
        r: 255,
        g: 207,
        b: 51
    };

    var context;
    var canvasWidth = initial;
    var canvasHeight = initial;
    var myColor = colorYellow;
    var curColor = myColor;
    var outlineImage = new Image();
    var backgroundImage = new Image();
    var drawingAreaX = 0;
    var drawingAreaY = 0;
    var drawingAreaWidth = initial;
    var drawingAreaHeight = initial;
    var colorLayerData;
    var outlineLayerData;
    var totalLoadResources = 2;
    var curLoadResNum = 0;
    var undoarr = new Array();
    var redoarr = new Array();

    function history(command) { // handles undo/redo button events.
        var data;
        if (command === "redo") {
            data = historyManager.redo(); // get data for redo
        } else
        if (command === "undo") {
            data = historyManager.undo(); // get data for undo
        }
        if (data !== undefined) { // if data has been found
            setColorLayer(data); // set the data
        }
    }

    // sets colour layer and creates copy into colorLayerData
    function setColorLayer(data) {
        context.putImageData(data, 0, 0);
        colorLayerData = context.getImageData(0, 0, canvasWidth, canvasHeight);
        context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);
        context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
    }

    // Clears the canvas.
    function clearCanvas() {
        context.clearRect(0, 0, context.canvas.width, context.canvas.height);
    }



    // Draw the elements on the canvas
    function redraw() {
        uc = 0;
        rc = 0;
        var locX,
            locY;

        // Make sure required resources are loaded before redrawing
        if (curLoadResNum < totalLoadResources) {
            return; // To check if images are loaded successfully or not.
        }

        clearCanvas();
        // Draw the current state of the color layer to the canvas
        context.putImageData(colorLayerData, 0, 0);

        historyManager.push(context.getImageData(0, 0, canvasWidth, canvasHeight));
        redoarr = new Array();
        // Draw the background
        context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);

        // Draw the outline image on top of everything. We could move this to a separate 
        //   canvas so we did not have to redraw this everyime.
        context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
    };

    function matchOutlineColor(r, g, b, a) {

        return (r + g + b < 50 && a >= 50);
    };

    function matchStartColor(pixelPos, startR, startG, startB) {

        var r = outlineLayerData.data[pixelPos],
            g = outlineLayerData.data[pixelPos + 1],
            b = outlineLayerData.data[pixelPos + 2],
            a = outlineLayerData.data[pixelPos + 3];

        // If current pixel of the outline image is black
        if (matchOutlineColor(r, g, b, a)) {
            return false;
        }

        r = colorLayerData.data[pixelPos];
        g = colorLayerData.data[pixelPos + 1];
        b = colorLayerData.data[pixelPos + 2];

        // If the current pixel matches the clicked color
        if (r === startR && g === startG && b === startB) {
            return true;
        }

        // If current pixel matches the new color
        if (r === curColor.r && g === curColor.g && b === curColor.b) {
            return false;
        }

        return true;
    };

    function colorPixel(pixelPos, r, g, b, a) {
        colorLayerData.data[pixelPos] = r;
        colorLayerData.data[pixelPos + 1] = g;
        colorLayerData.data[pixelPos + 2] = b;
        colorLayerData.data[pixelPos + 3] = a !== undefined ? a : 255;
    };

    function floodFill(startX, startY, startR, startG, startB) {

        document.getElementById('color-lib-1').style.display = "none";
        document.getElementById('color-lib-2').style.display = "none";
        document.getElementById('color-lib-3').style.display = "none";
        document.getElementById('color-lib-4').style.display = "none";
        document.getElementById('color-lib-5').style.display = "none";

        change = false;

        var newPos,
            x,
            y,
            pixelPos,
            reachLeft,
            reachRight,
            drawingBoundLeft = drawingAreaX,
            drawingBoundTop = drawingAreaY,
            drawingBoundRight = drawingAreaX + drawingAreaWidth - 1,
            drawingBoundBottom = drawingAreaY + drawingAreaHeight - 1,
            pixelStack = [
                [startX, startY]
            ];

        while (pixelStack.length) {

            newPos = pixelStack.pop();
            x = newPos[0];
            y = newPos[1];

            // Get current pixel position
            pixelPos = (y * canvasWidth + x) * 4;

            // Go up as long as the color matches and are inside the canvas
            while (y >= drawingBoundTop && matchStartColor(pixelPos, startR, startG, startB)) {
                y -= 1;
                pixelPos -= canvasWidth * 4;
            }

            pixelPos += canvasWidth * 4;
            y += 1;
            reachLeft = false;
            reachRight = false;

            // Go down as long as the color matches and in inside the canvas
            while (y <= drawingBoundBottom && matchStartColor(pixelPos, startR, startG, startB)) {
                y += 1;

                colorPixel(pixelPos, curColor.r, curColor.g, curColor.b);

                if (x > drawingBoundLeft) {
                    if (matchStartColor(pixelPos - 4, startR, startG, startB)) {
                        if (!reachLeft) {
                            // Add pixel to stack
                            pixelStack.push([x - 1, y]);
                            reachLeft = true;
                        }

                    } else if (reachLeft) {
                        reachLeft = false;
                    }
                }

                if (x < drawingBoundRight) {
                    if (matchStartColor(pixelPos + 4, startR, startG, startB)) {
                        if (!reachRight) {
                            // Add pixel to stack
                            pixelStack.push([x + 1, y]);
                            reachRight = true;
                        }
                    } else if (reachRight) {
                        reachRight = false;
                    }
                }

                pixelPos += canvasWidth * 4;
            }
        }
    };

    // Start painting with paint bucket tool starting from pixel specified by startX and startY
    function paintAt(startX, startY) {

        var pixelPos = (startY * canvasWidth + startX) * 4,
            r = colorLayerData.data[pixelPos],
            g = colorLayerData.data[pixelPos + 1],
            b = colorLayerData.data[pixelPos + 2],
            a = colorLayerData.data[pixelPos + 3];

        if (r === curColor.r && g === curColor.g && b === curColor.b) {
            // Return because trying to fill with the same color
            return;
        }

        if (matchOutlineColor(r, g, b, a)) {
            // Return because clicked outline
            return;
        }

        floodFill(startX, startY, r, g, b);

        redraw();
    };

    // Add mouse event listeners to the canvas
    function createMouseEvents() {

        $('#canvas').mousedown(function(e) {

            // Mouse down location
            var mouseX = e.pageX - this.offsetLeft,
                mouseY = e.pageY - this.offsetTop;

            // assuming that the mouseX and mouseY are the mouse coords.
            if (this.style.width) { // make sure there is a width in the style 
                // (assumes if width is there then height will be too
                var w = Number(this.style.width.replace("px", "")); // warning this will not work if size is not in pixels
                var h = Number(this.style.height.replace("px", "")); // convert the height to a number
                var pixelW = this.width; // get  the canvas resolution
                var pixelH = this.height;
                mouseX = Math.floor((mouseX / w) * pixelW); // convert the mouse coords to pixel coords
                mouseY = Math.floor((mouseY / h) * pixelH);
            }

            if ((mouseY > drawingAreaY && mouseY < drawingAreaY + drawingAreaHeight) && (mouseX <= drawingAreaX + drawingAreaWidth)) {
                paintAt(mouseX, mouseY);
            }
        });
    };

    resourceLoaded = function() {

        curLoadResNum += 1;
        //if (curLoadResNum === totalLoadResources) {
        createMouseEvents();
        redraw();
        //}
    };

    var historyManager = (function() { // Anon for private (closure) scope
        var uBuffer = []; // this is undo buff
        var rBuffer = []; // this is redo buff
        var currentState = undefined; // this holds the current history state
        var undoElement = undefined;
        var redoElement = undefined;
        var manager = {
            UI: { // UI interface just for disable and enabling redo undo buttons
                assignUndoButton: function(element) {
                    undoElement = element;
                    this.update();
                },
                assignRedoButton: function(element) {
                    redoElement = element;
                    this.update();
                },
                update: function() {
                    if (redoElement !== undefined) {
                        redoElement.disabled = (rBuffer.length === 0);
                    }
                    if (undoElement !== undefined) {
                        undoElement.disabled = (uBuffer.length === 0);
                    }
                }
            },
            reset: function() {
                uBuffer.length = 0;
                rBuffer.length = 0;
                currentState = undefined;
                this.UI.update();
            },
            push: function(data) {
                if (currentState !== undefined) {
                    var same = true
                    for (i = 0; i < data.data.length; i++) {
                        if (data.data[i] !== currentState.data[i]) {
                            same = false;
                            break;
                        }
                    }
                    if (same) {
                        return;
                    }
                }
                if (currentState !== undefined) {
                    uBuffer.push(currentState);
                }
                currentState = data;
                rBuffer.length = 0;
                this.UI.update();
            },
            undo: function() {
                if (uBuffer.length > 0) {
                    if (currentState !== undefined) {
                        rBuffer.push(currentState);
                    }
             

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1 Answer

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by (71.8m points)

Yes, the "white" spots left out aren't actually white as there's a tiny gradient going on between white and black. Try giving it some leeway around these lines:

 if ((r <= curColor.r + 10 && r >= curColor.r - 10)  && (r >= curColor.g - 10 && r <= curColor.g + 10) && (b >= curColor.b - 10 && b <= curColor.b + 10)) {
        return false;
    }

You can modify the 10 factor until it looks good. Just tweak it until it's okay. (Might be bad code , I just woke up but you should get the picture :D )

You could also preprocess the image in a separate buffer and reduce the number of colors. That way it's easier to fill the beginning of gradients, thus reducing or elimitating the undesired effect you are describing.


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