全部晕! 我试图从PhotoDirector重新创建剪辑 https://youtu.be/GLNNCrp650Y?t=77
经过多次重拍和接近,这就是我所处的位置。 Autofill
基本代码来自: http://wiki.unity3d.com/index.php/TextureFloodFill
基本代码只需单击一下,使用该颜色和增长测试将初始颜色样本与其他所有像素进行比较,如果不相似则停止增长。
由于我需要对多个像素进行采样(在单个画笔笔划上),我使用嵌套的bool类进行检查(尝试将颜色添加到List并使用List.Contains检查每个像素。超慢。这要快得多)< / p>
在当前附加的代码中我使用RGB(返回)。之前我使用过HSBColor但是尝试回RGB,因为在HSB中有些情况,如果Sat非常低,或者亮度太低/太高,则很难比较该像素的相邻Hue。
我即将恢复到HSB,并将添加2个嵌套bool,1个仅Sat&gt;亮度(对于饱和度 我还没试过这个(厌倦了从HSB回到RGB ......),因为我开始认为(部分)问题不在像素检查中,还有 GROW检查。
PhotoDirector(PD)也具有非常好的边缘检测功能,并且能够以某种方式消除我所拥有的碎片问题。
在我的代码中,我正在检查下一个 ONE 像素并根据它停止/继续。也许PD检查前面的 FEW 像素,如果它一直不同,那么它实际上就会停止,如果它只有几个不同的像素,那么它只会在它们上方增长,因此需要像素。 PD的另一个特点是增长限制边界框有点特征。我的代码,即使是一个小笔刷和小样本,如果它匹配并且可以增长到整个图像,它会。 PD获得了增长的最大宽度/高度限制。我尝试了一个统一的彩色图像,它确实填写了框。
我想也许PD的公差设置超过限制但是这个限制范围框,它可以产生一个实心填充,但在我的情况下,如果我的公差太高,那么它只会在明显的边缘上生长(并继续整个图像...)
所以我没有亲自添加这个限制框限制,等待实际填充更稳定,特别是在拉丝区域附近。 TL; DR
在&#34;刷子到样品中,刷子上的洪水填充点击&#34;像PhotoDirector这样的方法,他们是如何做到的?是否更好的采样/像素颜色测试?还是他们增加像素检查的方式? ABC 感谢阅读!
欢呼声, 这是相关的代码,有点乱,因为它仍在不断变化...... public class GLookup
{
public bool[] bBools;
public GLookup(int num)
{
bBools = new bool[num];
}
}
public class RLookup
{
public GLookup[] gLookup;
public RLookup(int num)
{
gLookup = new GLookup[num];
for(int i = 0; i < num; i++)
{
gLookup[i] = new GLookup(num);
}
}
}
static void ResetLookup()
{
for(int i = 0; i < Grid.Paint.Options.colorLookupRes; i++)
{
rgbLookup[i] = new RLookup(Grid.Paint.Options.colorLookupRes);
rgbCheck[i] = new RLookup(Grid.Paint.Options.colorLookupRes);
}
}
static void InsertLookup(Color32 rgb, float tol)
{
int r = (int)(rgb.r/byteToLookup);// * Grid.Paint.Options.colorLookupRes);
int g = (int)(rgb.g/ byteToLookup);// * Grid.Paint.Options.colorLookupRes);
int b = (int)(rgb.b/ byteToLookup);// * Grid.Paint.Options.colorLookupRes);
if(r == Grid.Paint.Options.colorLookupRes)
r = Grid.Paint.Options.colorLookupRes - 1;
if(g == Grid.Paint.Options.colorLookupRes)
g = Grid.Paint.Options.colorLookupRes-1;
if(b == Grid.Paint.Options.colorLookupRes)
b = Grid.Paint.Options.colorLookupRes-1;
if(rgbCheck[r].gLookup[g].bBools[b])
{
return;
}
rgbCheck[r].gLookup[g].bBools[b] = true;
int tolNum = Grid.Paint.Options.maxTolNum;// (int)Mathf.Lerp(Grid.Paint.Options.minTolNum, Grid.Paint.Options.maxTolNum, tol);
// Initial
InsertLookupEntry(r, g, b);
InsertNeighborSatBri(r, g, b, tolNum);
// Hue fills
int currentHue;
// +- 5 hue if tol 1
for(int i = 0; i < Grid.Paint.Options.hueFill; i++)
{
// Higher hue
currentHue = r + (i + 1);
if(currentHue > Grid.Paint.Options.colorLookupRes-1)
currentHue = Grid.Paint.Options.colorLookupRes-1;
InsertLookupEntry(currentHue, g, b);
InsertNeighborSatBri(currentHue, g, b, tolNum);
// Lower hue
currentHue = r - (i + 1);
if(currentHue < 0)
currentHue = 0;// Grid.Paint.Options.colorLookupRes;
InsertLookupEntry(currentHue, g, b);
InsertNeighborSatBri(currentHue, g, b, tolNum);
}
}
// This used to be for Hue/Sat/Brightness. But changed back to RGB, so this is similar as above's Hue tolerance fill
static void InsertNeighborSatBri(int r, int g, int b, int tolNum)
{
int currentG;
int currentB;
for(int i = 0; i < tolNum; i++)
{
// Add the min plus from given value
currentG = g + (i + 1);
currentG = Mathf.Clamp(currentG, 0, Grid.Paint.Options.colorLookupRes - 1);
for(int j = 0; j < tolNum; j++)
{
currentB = b + (j + 1);
currentB = Mathf.Clamp(currentB, 0, Grid.Paint.Options.colorLookupRes - 1);
InsertLookupEntry(r, currentG, currentB);
currentB = b - (j + 1);
currentB = Mathf.Clamp(currentB, 0, Grid.Paint.Options.colorLookupRes - 1);
InsertLookupEntry(r, currentG, currentB);
}
currentG = g - (i + 1);
currentG = Mathf.Clamp(currentG, 0, Grid.Paint.Options.colorLookupRes - 1);
for(int j = 0; j < tolNum; j++)
{
currentB = b + (j + 1);
currentB = Mathf.Clamp(currentB, 0, Grid.Paint.Options.colorLookupRes - 1);
InsertLookupEntry(r, currentG, currentB);
currentB = b - (j + 1);
currentB = Mathf.Clamp(currentB, 0, Grid.Paint.Options.colorLookupRes - 1);
InsertLookupEntry(r, currentG, currentB);
}
}
}
static void InsertLookupEntry(int r, int g, int b)
{
rgbLookup[r].gLookup[g].bBools[b] = true;
}
// Take in list of points from a single brush stroke
public static List<Point> FloodCutBrush(this Texture2D aTex, Color32[] refPixels, List<Point> growPoints, List<Point> lastDotSample, float tolerance, bool[] history, bool isAdd)
{
int w = aTex.width;
int h = aTex.height;
List<Point> changedPixel = new List<Point>();
Color32[] photoPixels = new Color32[refPixels.Length];
System.Array.Copy(refPixels, photoPixels, refPixels.Length);
bool[] existCheck = new bool[history.Length];
Queue<Point> nodes = new Queue<Point>();
ResetLookup();
// Setting up samples
foreach(Point v in growPoints)
{
// Out of bounds is not valid
if(v.x < 0 || v.y < 0 || w < 0)
continue;
int refId = (v.x) + ((v.y) * (w/2));
if(refId >= photoPixels.Length)
continue;
Color32 hsb = photoPixels[refId];
InsertLookup(hsb, tolerance);
nodes.Enqueue(v);
}
// Fill search marks a pixel to alpha = 0. Then checks the top/bottom pixel and adds that to queue for future iteration
while(nodes.Count > 0)
{
Point current = nodes.Dequeue();
//this goes right
for(int i = current.x; i < w / 2; i++)
{
int idx = i + current.y * (w / 2);
if(idx >= history.Length)
continue;
Point fullCoord = IndexToPoint(w / 2, idx);
// Because color sampling from brush is half resolution, and photopixel is full resolution..
fullCoord.x *= 2;
fullCoord.y *= 2;
int fullIdx = fullCoord.x + (fullCoord.y * (w));
Color32 C = photoPixels[fullIdx];
if(history[idx] && (C.a == 0 || RGBTest(C) == false))// && (C.b < highBright && C.b > lowBright))
{
changedPixel.Add(current);
existCheck[idx] = true;
break;
}
C.a = 0;
photoPixels[fullIdx] = C;
// Queue up/down pix
if(current.y + 1 < h / 2)
{
C = photoPixels[fullIdx + w];
if(history[idx] && (C.a != 0 && RGBTest(C) == true))// || (C.b > highBright || C.b < lowBright))
{
nodes.Enqueue(new Point(i, current.y + 1));
}
}
if(current.y - 1 >= 0)
{
C = photoPixels[fullIdx - w];
if(history[idx] && (C.a != 0 && RGBTest(C))) // || (C.b > highBright || C.b < lowBright))
{
nodes.Enqueue(new Point(i, current.y - 1));
}
}
changedPixel.Add(current);
existCheck[idx] = true;
}
//this goes left, same as above but --x
}
return changedPixel;
}
public static bool RGBTest(Color32 c1)
{
int r = (int)(c1.r/ byteToLookup);
int g = (int)(c1.g/ byteToLookup);
int b = (int)(c1.b/ byteToLookup);
if(rgbLookup[r].gLookup[g].bBools[b])
{
count++;
return true;
} else
return false;
}