**Introduction**

The purpose of Flood Fill is to color an entire area of connected

pixels with the same color. It's the Bucket Tool in many painting

programs. Here's an example: the original image is on the left.

Then a floodfill was started inside the large shape, and the

algorithm gave all pixels inside the shape the new color, leaving

it's borders and the pixels outside intact.

The Flood Fill algorithm is also sometimes called Seed Fill: you

plant a seed (the pixel where you start), and, recursively, more

and more seeds are planted around the original seed if those pixels

have the correct color. Each new seed is responsible for coloring

the pixel at it's position, and testing for new pixels around it

that have to be colored.

There exist many different floodfill algorithm, 3 of them are

discussed here, and two versions of each: a version with recursion,

and a version with a stack.

There also exists the so called Boundary Fill, this is very similar

to Flood Fill, but will color an area with pixels of a certain

color as boundary. The algorithms for boundary fill are very

similar apart from the conditions in the tests for planting new

seeds.

You can download the full source code of this tutorial [You must be registered and logged in to see this link.].

**Test**

Program

Program

To test the different flood fill algorithms, we need a test program

that allows you to create shapes to fill. The test program is a

small version of the painting program described in the "Painting"

tutorial. It also includes a benchmark that allows you to compare

two different floodfill algorithms and shows the time in

milliseconds it took each of them to fill an area 50 times.

Because floodfilling requires reading pixels, we use a buffer to

contain the pixels (called screenBuffer[w][h]) instead of reading

and writing pixels directly to the screen. All colors used here are

integer values, instead of using the ColorRGB struct.

The code given here includes the full test program except the

floodfill algorithms (which are explained in the rest of this

tutorial) and the paint_drawLine function, which is an exact copy

of the drawLine function from QuickCG.cpp but draws to screenBuffer

instead of directly to the screen. The full source, including all

these functions, can be downloaded here: [You must be registered and logged in to see this link.].

Here are the initializations of all the floodFill functions we'll

be making, the stack used by some of the functions, the auxiliary

functions, and the graphics buffer.

The size of the stack defined here is pretty big (166777216), you

can easily make it much smaller, the only case where it has to be

this big is when you want to try the worse of the floodfill

functions on a very large screen. The best floodfill algorithm

doesn't require a big stack at all, unless you're working at huge

resolutions.

//the floodfill algorithms void floodFill4(int x, int y, int newColor, int oldColor); void floodFill8(int x, int y, int newColor, int oldColor); void floodFill4Stack(int x, int y, int newColor, int oldColor); void floodFill8Stack(int x, int y, int newColor, int oldColor); void floodFillScanline(int x, int y, int newColor, int oldColor); void floodFillScanlineStack(int x, int y, int newColor, int oldColor); //the stack #define stackSize 16777216 int stack[stackSize]; int stackPointer; //the auxiliary functions bool paint_drawLine(int x1, int y1, int x2, int y2, ColorRGB color); void clearScreenBuffer(ColorRGB color); //the graphics buffer #define screenW 256 #define screenH 256 int screenBuffer[screenW][screenH]; |

Here's the main function of the test program, it can do 3 different

mouse actions:

- If you press the left mouse button, it draws a line between the

current and previous position, so that you can draw shapes, as

explained in the "Painting" tutorial. This allows you to make areas

to fill. - If you press the right mouse button, it'll floodFill at that

position with a color defined by the coordinates of that position.

This allows you to floodfill with many different colors without

needing a color selector. You can change the floodfill function

used to any of the other 5 functions. - If you press both mouse buttons at the same time, the screen is

cleared to white again.

The benchmark code does 2 floodfill algorithms of your choice 50

times, remembers the time it took them, displays the resulting

times, and sleeps until you press a key. Start the benchmark by

pressing space, it'll perform the floodfills at the current mouse

position.

int main(int argc, char *argv[]) { screen(screenW, screenH, 0, "Flood Fill"); clearScreenBuffer(RGB_White); int mouseX, mouseY; int oldMouseX, oldMouseY; bool LMB, RMB; while(!done()) { oldMouseX = mouseX; oldMouseY = mouseY; getMouseState(mouseX, mouseY, LMB, RMB); //3 different mouse input actions if(LMB) paint_drawLine(oldMouseX, oldMouseY, mouseX, mouseY, RGB_Black); if(RMB) { int color = RGBtoINT(ColorRGB((mouseX % 3 + 1) * 64, (mouseY % 8) * 32, (mouseX + mouseY) % 256)); floodFillScanlineStack(mouseX, mouseY, color, screenBuffer[mouseX][mouseY]); } if(RMB && LMB) clearScreenBuffer(RGB_White); //benchmark readKeys(); if(inkeys[SDLK_SPACE]) { float startTime = getTime(); for(int i = 1; i < 50; i++) floodFill4Stack(mouseX, mouseY, RGBtoINT(ColorRGB(i,255,i)), screenBuffer[mouseX][mouseY]); float endTime = getTime(); float startTime2 = getTime(); for(int i = 1; i < 50; i++) floodFillScanlineStack(mouseX, mouseY, RGBtoINT(ColorRGB(i,255,i)), screenBuffer[mouseX][mouseY]); float endTime2 = getTime(); drawBuffer(screenBuffer[0]); print(endTime - startTime, 0, 0, 0, RGB_Black, 1, RGB_White); print(endTime2 - startTime2, 0, 0, 8, RGB_Black, 1, RGB_White); redraw(); sleep(); } //redraw the screen each frame drawBuffer(screenBuffer[0]); redraw(); } return 0; } |

Here are the stack functions, only used by 3 of the floodFill

functions. A stack is a memory structure where you can push new

values on top, or pop them again off it to read them. You can only

access the top value of a stack, and to read the top value, you

have to pop it, thereby removing it.

The stack itself has the integer as data type, but this single

integer is used to store both the x and y coordinate: store it as p

= h * x + y, and get the two values again by using x = p / h, y = p

% h.

The pop function takes x and y passed by reference, so that this

function can change the x and y given in it's parameters. The pop

function returns 1 if it successfully got a value from the top of

the stack, or 0 if the stack was empty. The push function returns 1

if it could successfully push a value onto the stack, or 0 if the

stack was full.

The emptyStack function empties the complete stack until 0 values

are left on it.

bool pop(int &x, int &y) { if(stackPointer > 0) { int p = stack[stackPointer]; x = p / h; y = p % h; stackPointer--; return 1; } else { return 0; } } bool push(int x, int y) { if(stackPointer < stackSize - 1) { stackPointer++; stack[stackPointer] = h * x + y; return 1; } else { return 0; } } void emptyStack() { int x, y; while(pop(x, y)); } |

Here's one of the auxiliary functions, clearScreenBuffer. It sets

the whole screenBuffer to the given color. The other function,

paint_drawLine isn't given here because it's quite big and almost

the same as the drawLine function in quickCG.cpp, except that it

sets pixels of screenBuffer to the given color, instead of using

pset.

void clearScreenBuffer(ColorRGB color) { for(int x = 0; x < w; x++) for(int y = 0; y < h; y++) { screenBuffer[x][y] = RGBtoINT(color); } } |

Apart from these functions, the test program of course needs you to

define the 6 floodFill functions too, but these are given

below.

**4-Way Recursive**

Method (floodFill4)

Method (floodFill4)

This is the most simple algorithm to make, but also the slowest.

Also, since it uses a recursive function, the recursion stack may

overflow making it crash when filling larger areas.

You call the function with in it's parameters: the start position

(where you clicked for the floodfill to start), the oldColor (the

color of the area you're overdrawing) and the newColor (the color

these pixels should get). The recursion works like this: at the

start position, you "plant a seed". Each seed gives the pixel at

it's position the new color, and then plants a new seed at it's 4

neighbors. Each of these new seeds will draw a pixel again and

plant even more seeds, but only if fulfills the following

conditions:

- The pixel is inside the screen: edges of the screen also count

as edges of the area to be filled. - The pixel has oldColor: if it hasn't, it's either a border of

the area we're filling, or a pixel that has already been given the

newColor. - The pixel doesn't have newColor: this condition is only needed

if oldColor is the same as oldColor, otherwise it'll keep running

forever since newly drawn pixels will again have oldColor and thus

seeds will be planted again and again forever.

This is very easy to program:

//Recursive 4-way floodfill, crashes if recursion stack is full void floodFill4(int x, int y, int newColor, int oldColor) { if(x >= 0 && x < w && y >= 0 && y < h && screenBuffer[x][y] == oldColor && screenBuffer[x][y] != newColor) { screenBuffer[x][y] = newColor; //set color before starting recursion floodFill4(x + 1, y, newColor, oldColor); floodFill4(x - 1, y, newColor, oldColor); floodFill4(x, y + 1, newColor, oldColor); floodFill4(x, y - 1, newColor, oldColor); } } |

The function will keep calling itself more and more until

eventually all pixels are filled. The order in which you call the

floodFill4 functions for the neighbors doesn't really matter. In

the example above it first tries the neighbor to the right, so the

algorithm will first draw a line going to the right, until it meets

an edge. Then the last called floodFill4 function returns to the

pre-last one, which tests the neighbor to the left. Since that one

has been drawn alraedy, it tests the one down. That one isn't drawn

yet, and if it isn't an edge, the algorithm will continue there,

testing to the right again, and so on...

Note how the color is represented as an integer, instead of using

the slower ColorRGB struct.

This screenshot shows the floodFill4 algorithm while it's still

busy:

**8-Way Recursive**

Method (floodFill8)

Method (floodFill8)

This algorithm is pretty similar to the previous one, except it

doesn't test 4 neighbors, but 8. This means, that this version of

the floodfill algorithm will leak through sloped edges of 1 pixel

thick:

Both red pixels are now a neighbor of each other, so the algorithm

wil continue behind the sloped black line. The code is very similar

to the 4-way one:

//Recursive 8-way floodfill, crashes if recursion stack is full void floodFill8(int x, int y, int newColor, int oldColor) { if(x >= 0 && x < w && y >= 0 && y < h && screenBuffer[x][y] == oldColor && screenBuffer[x][y] != newColor) { screenBuffer[x][y] = newColor; //set color before starting recursion! floodFill8(x + 1, y, newColor, oldColor); floodFill8(x - 1, y, newColor, oldColor); floodFill8(x, y + 1, newColor, oldColor); floodFill8(x, y - 1, newColor, oldColor); floodFill8(x + 1, y + 1, newColor, oldColor);floodFill8(x - 1, y - 1, newColor, oldColor);floodFill8(x - 1, y + 1, newColor, oldColor);floodFill8(x + 1, y - 1, newColor, oldColor);} } |

Unlike the 4-way version, the 8-way version can fill thin lines,

for example the edge of a shape:

The floodFill4 algorithm (the way the bucket tool of painting

programs work) would only have colored a few pixels of the black

curve, the pixels which only touch a corner aren't considered

neighbors in that case.

However, you can't use floodFill8 to fill the inside of the shapes

because it'll leak through the sides.

**4-Way Method With Stack**

(floodFill4Stack)

(floodFill4Stack)

This algorithm does exactly the same as the one with recursion,

only it uses a while loop that loops until the stack is empty, and

you push new positions to the stack instead of starting another

recursion. So the only difference is that we're using our own stack

routines now, instead of the ones used for recursive functions.

This means we can control the size of the stack, and properly stop

the floodfill algorithm if the stack overflows, instead of just

letting the program crash. There are also a few other minor

differences in the implementation.

The stack routines were described in the Test Program

chapter.

//4-way floodfill using our own stack routines void floodFill4Stack(int x, int y, int newColor, int oldColor) { if(newColor == oldColor) return; //avoid infinite loop emptyStack(); if(!push(x, y)) return; while(pop(x, y)) { screenBuffer[x][y] = newColor; if(x + 1 < w && screenBuffer[x + 1][y] == oldColor) { if(!push(x + 1, y)) return; } if(x - 1 >= 0 && screenBuffer[x - 1][y] == oldColor) { if(!push(x - 1, y)) return; } if(y + 1 < h && screenBuffer[x][y + 1] == oldColor) { if(!push(x, y + 1)) return; } if(y - 1 >= 0 && screenBuffer[x][y - 1] == oldColor) { if(!push(x, y - 1)) return; } } } |

This algorithm goes a bit faster than the recursive version.

**8-Way Method With Stack**

(floodFill8Stack)

(floodFill8Stack)

This is the 8-way version of the previous function, and only

differs because it has 4 extra neighbor test conditions:

//4-way floodfill using our own stack routines void floodFill4Stack(int x, int y, int newColor, int oldColor) { if(newColor == oldColor) return; //avoid infinite loop emptyStack(); if(!push(x, y)) return; while(pop(x, y)) { screenBuffer[x][y] = newColor; if(x + 1 < w && screenBuffer[x + 1][y] == oldColor) { if(!push(x + 1, y)) return; } if(x - 1 >= 0 && screenBuffer[x - 1][y] == oldColor) { if(!push(x - 1, y)) return; } if(y + 1 < h && screenBuffer[x][y + 1] == oldColor) { if(!push(x, y + 1)) return; } if(y - 1 >= 0 && screenBuffer[x][y - 1] == oldColor) { if(!push(x, y - 1)) return; } if(x + 1 < w && y + 1 < h && screenBuffer[x + 1][y + 1] == oldColor){ if(!push(x + 1, y + 1)) return; } if(x + 1 < w && y - 1 >= 0 && screenBuffer[x + 1][y - 1] == oldColor) { if(!push(x + 1, y - 1)) return; } if(x - 1 >= 0 && y + 1 < h && screenBuffer[x - 1][y + 1] == oldColor) { if(!push(x - 1, y + 1)) return; } if(x - 1 >= 0 && y - 1 >= 0 && screenBuffer[x - 1][y - 1] == oldColor) { if(!push(x - 1, y - 1)) return; } } } |

**Recursive Scanline**

Floodfill Algorithm (floodFillScanline)

Floodfill Algorithm (floodFillScanline)

There is very likely to be an error in this chapter. I'll investigate this later.

This algorithm is based on the following steps:

- Start by filling the current vertical line from one end to the

other - While filling the current scanline, test for the ends of spans

left and right - For each new free span, plant a seed
- Repeat until there are no more seeds

Like the original floodFill4 and floodFill8 algorithms, this one is

recursive, but now each recursion will fill a whole vertical line

instead of a single pixel, so much less recursions and stack depth

are needed. The implementation given below first draws the current

vertical line, and then tests for vertical lines left and right and

plants the new seeds by recursively calling itself again.

This algorithm gives the same result as the floodFill4 algorithm,

not as the floodFill8 one. If you want, you can modify it to work

like the floodFill8 one by making it test for spans left and right

one pixel up and down too.

//stack friendly and fast floodfill algorithm void floodFillScanline(int x, int y, int newColor, int oldColor) { if(oldColor == newColor) return; if(screenBuffer[x][y] != oldColor) return; int y1; //draw current scanline from start position to the top y1 = y; while(y1 < h && screenBuffer[x][y1] == oldColor) { screenBuffer[x][y1] = newColor; y1++; } //draw current scanline from start position to the bottom y1 = y - 1; while(y1 >= 0 && screenBuffer[x][y1] == oldColor) { screenBuffer[x][y1] = newColor; y1--; } //test for new scanlines to the left y1 = y; while(y1 < h && screenBuffer[x][y1] == newColor) { if(x > 0 && screenBuffer[x - 1][y1] == oldColor) { floodFillScanline(x - 1, y1, newColor, oldColor); } y1++; } y1 = y - 1; while(y1 >= 0 && screenBuffer[x][y1] == newColor) { if(x > 0 && screenBuffer[x - 1][y1] == oldColor) { floodFillScanline(x - 1, y1, newColor, oldColor); } y1--; } //test for new scanlines to the right y1 = y; while(y1 < h && screenBuffer[x][y1] == newColor) { if(x < w - 1 && screenBuffer[x + 1][y1] == oldColor) { floodFillScanline(x + 1, y1, newColor, oldColor); } y1++; } y1 = y - 1; while(y1 >= 0 && screenBuffer[x][y1] == newColor) { if(x < w - 1 && screenBuffer[x + 1][y1] == oldColor) { floodFillScanline(x + 1, y1, newColor, oldColor); } y1--; } } |

This screenshot shows the vertical scanline floodfill algorithm

while it's busy:

Normally, Scanline floodfill algorithms actually work with

horizontal scanlines instead of vertical ones. However, I found

with the benchmark that it works much faster with vertical ones,

and the reason appeared to be the following: the CPU caches parts

of the 2D screenBuffer array, and when working with vertical lines

you're only changing the y-coordinate of that array, and the data

it's working with is then much more closely packed to each other in

the memory structure, than when you're changing it in the

x-direction. When the data is further apart, the chance is higher

that not everything needed is cached, making it slower. This might

depend on what platform is used though. It's easy to convert the

function to work with horizontal lines instead, use x1 instead of

y1 and swap the coordinates in the rest of the code, for example

"y1 = y - 1" becomes "x1 = x - 1", and "screenBuffer[x - 1][y1]"

becomes "screenBuffer[x1][y - 1]". The difference in speed is

especially visible when filling large shapes at high

resolutions.

**Scanline Floodfill**

Algorithm With Stack (floodFillScanlineStack)

Algorithm With Stack (floodFillScanlineStack)

This is very similar to the previous algorithm, except again our

own stack routines are used instead of recursion. This

implementation also uses two boolean variables, "spanLeft" and

"spanRight" to remember if pixels tested on the left or right are

part of a new span, or one already pushed to the stack. In the

implementation with recursion this wasn't needed, because there the

spans to the left and right were drawn first, causing all it's

pixels to get the newColor already so that other pixels of it

couldn't be detected anymore.

//The scanline floodfill algorithm using our own stack routines, faster void floodFillScanlineStack(int x, int y, int newColor, int oldColor) { if(oldColor == newColor) return; emptyStack(); int y1; bool spanLeft, spanRight; if(!push(x, y)) return; while(pop(x, y)) { y1 = y; while(y1 >= 0 && screenBuffer[x][y1] == oldColor) y1--; y1++; spanLeft = spanRight = 0; while(y1 < h && screenBuffer[x][y1] == oldColor ) { screenBuffer[x][y1] = newColor; if(!spanLeft && x > 0 && screenBuffer[x - 1][y1] == oldColor) { if(!push(x - 1, y1)) return; spanLeft = 1; } else if(spanLeft && x > 0 && screenBuffer[x - 1][y1] != oldColor) { spanLeft = 0; } if(!spanRight && x < w - 1 && screenBuffer[x + 1][y1] == oldColor) { if(!push(x + 1, y1)) return; spanRight = 1; } else if(spanRight && x < w - 1 && screenBuffer[x + 1][y1] != oldColor) { spanRight = 0; } y1++; } } } |

Here's the result of a benchmark between the floodFill4Stack and

the floodFillScanlineStack function: it took floodFill4Stack 239

milliseconds to fill the shape 50 times, while it took

floodFillScanlineStack only 34 milliseconds.

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