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HybridBinarizer port and builds
This commit is contained in:
@@ -1,237 +0,0 @@
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/*
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* Copyright 2009 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.google.zxing.common;
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import com.google.zxing.Binarizer;
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import com.google.zxing.LuminanceSource;
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import com.google.zxing.NotFoundException;
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/**
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* This class implements a local thresholding algorithm, which while slower than the
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* GlobalHistogramBinarizer, is fairly efficient for what it does. It is designed for
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* high frequency images of barcodes with black data on white backgrounds. For this application,
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* it does a much better job than a global blackpoint with severe shadows and gradients.
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* However it tends to produce artifacts on lower frequency images and is therefore not
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* a good general purpose binarizer for uses outside ZXing.
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*
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* This class extends GlobalHistogramBinarizer, using the older histogram approach for 1D readers,
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* and the newer local approach for 2D readers. 1D decoding using a per-row histogram is already
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* inherently local, and only fails for horizontal gradients. We can revisit that problem later,
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* but for now it was not a win to use local blocks for 1D.
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*
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* This Binarizer is the default for the unit tests and the recommended class for library users.
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*
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* @author dswitkin@google.com (Daniel Switkin)
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*/
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public final class HybridBinarizer extends GlobalHistogramBinarizer {
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// This class uses 5x5 blocks to compute local luminance, where each block is 8x8 pixels.
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// So this is the smallest dimension in each axis we can accept.
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private static final int BLOCK_SIZE_POWER = 3;
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private static final int BLOCK_SIZE = 1 << BLOCK_SIZE_POWER; // ...0100...00
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private static final int BLOCK_SIZE_MASK = BLOCK_SIZE - 1; // ...0011...11
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private static final int MINIMUM_DIMENSION = BLOCK_SIZE * 5;
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private static final int MIN_DYNAMIC_RANGE = 24;
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private BitMatrix matrix;
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public HybridBinarizer(LuminanceSource source) {
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super(source);
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}
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/**
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* Calculates the final BitMatrix once for all requests. This could be called once from the
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* constructor instead, but there are some advantages to doing it lazily, such as making
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* profiling easier, and not doing heavy lifting when callers don't expect it.
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*/
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@Override
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public BitMatrix getBlackMatrix() throws NotFoundException {
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if (matrix != null) {
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return matrix;
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}
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LuminanceSource source = getLuminanceSource();
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int width = source.getWidth();
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int height = source.getHeight();
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if (width >= MINIMUM_DIMENSION && height >= MINIMUM_DIMENSION) {
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byte[] luminances = source.getMatrix();
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int subWidth = width >> BLOCK_SIZE_POWER;
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if ((width & BLOCK_SIZE_MASK) != 0) {
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subWidth++;
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}
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int subHeight = height >> BLOCK_SIZE_POWER;
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if ((height & BLOCK_SIZE_MASK) != 0) {
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subHeight++;
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}
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int[][] blackPoints = calculateBlackPoints(luminances, subWidth, subHeight, width, height);
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BitMatrix newMatrix = new BitMatrix(width, height);
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calculateThresholdForBlock(luminances, subWidth, subHeight, width, height, blackPoints, newMatrix);
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matrix = newMatrix;
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} else {
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// If the image is too small, fall back to the global histogram approach.
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matrix = super.getBlackMatrix();
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}
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return matrix;
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}
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@Override
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public Binarizer createBinarizer(LuminanceSource source) {
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return new HybridBinarizer(source);
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}
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/**
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* For each block in the image, calculate the average black point using a 5x5 grid
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* of the blocks around it. Also handles the corner cases (fractional blocks are computed based
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* on the last pixels in the row/column which are also used in the previous block).
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*/
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private static void calculateThresholdForBlock(byte[] luminances,
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int subWidth,
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int subHeight,
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int width,
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int height,
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int[][] blackPoints,
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BitMatrix matrix) {
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int maxYOffset = height - BLOCK_SIZE;
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int maxXOffset = width - BLOCK_SIZE;
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for (int y = 0; y < subHeight; y++) {
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int yoffset = y << BLOCK_SIZE_POWER;
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if (yoffset > maxYOffset) {
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yoffset = maxYOffset;
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}
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int top = cap(y, subHeight - 3);
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for (int x = 0; x < subWidth; x++) {
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int xoffset = x << BLOCK_SIZE_POWER;
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if (xoffset > maxXOffset) {
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xoffset = maxXOffset;
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}
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int left = cap(x, subWidth - 3);
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int sum = 0;
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for (int z = -2; z <= 2; z++) {
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int[] blackRow = blackPoints[top + z];
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sum += blackRow[left - 2] + blackRow[left - 1] + blackRow[left] + blackRow[left + 1] + blackRow[left + 2];
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}
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int average = sum / 25;
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thresholdBlock(luminances, xoffset, yoffset, average, width, matrix);
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}
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}
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}
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private static int cap(int value, int max) {
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return value < 2 ? 2 : Math.min(value, max);
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}
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/**
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* Applies a single threshold to a block of pixels.
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*/
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private static void thresholdBlock(byte[] luminances,
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int xoffset,
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int yoffset,
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int threshold,
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int stride,
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BitMatrix matrix) {
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for (int y = 0, offset = yoffset * stride + xoffset; y < BLOCK_SIZE; y++, offset += stride) {
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for (int x = 0; x < BLOCK_SIZE; x++) {
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// Comparison needs to be <= so that black == 0 pixels are black even if the threshold is 0.
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if ((luminances[offset + x] & 0xFF) <= threshold) {
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matrix.set(xoffset + x, yoffset + y);
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}
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}
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}
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}
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/**
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* Calculates a single black point for each block of pixels and saves it away.
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* See the following thread for a discussion of this algorithm:
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* http://groups.google.com/group/zxing/browse_thread/thread/d06efa2c35a7ddc0
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*/
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private static int[][] calculateBlackPoints(byte[] luminances,
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int subWidth,
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int subHeight,
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int width,
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int height) {
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int maxYOffset = height - BLOCK_SIZE;
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int maxXOffset = width - BLOCK_SIZE;
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int[][] blackPoints = new int[subHeight][subWidth];
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for (int y = 0; y < subHeight; y++) {
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int yoffset = y << BLOCK_SIZE_POWER;
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if (yoffset > maxYOffset) {
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yoffset = maxYOffset;
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}
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for (int x = 0; x < subWidth; x++) {
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int xoffset = x << BLOCK_SIZE_POWER;
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if (xoffset > maxXOffset) {
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xoffset = maxXOffset;
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}
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int sum = 0;
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int min = 0xFF;
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int max = 0;
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for (int yy = 0, offset = yoffset * width + xoffset; yy < BLOCK_SIZE; yy++, offset += width) {
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for (int xx = 0; xx < BLOCK_SIZE; xx++) {
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int pixel = luminances[offset + xx] & 0xFF;
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sum += pixel;
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// still looking for good contrast
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if (pixel < min) {
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min = pixel;
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}
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if (pixel > max) {
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max = pixel;
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}
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}
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// short-circuit min/max tests once dynamic range is met
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if (max - min > MIN_DYNAMIC_RANGE) {
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// finish the rest of the rows quickly
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for (yy++, offset += width; yy < BLOCK_SIZE; yy++, offset += width) {
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for (int xx = 0; xx < BLOCK_SIZE; xx++) {
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sum += luminances[offset + xx] & 0xFF;
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}
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}
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}
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}
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// The default estimate is the average of the values in the block.
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int average = sum >> (BLOCK_SIZE_POWER * 2);
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if (max - min <= MIN_DYNAMIC_RANGE) {
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// If variation within the block is low, assume this is a block with only light or only
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// dark pixels. In that case we do not want to use the average, as it would divide this
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// low contrast area into black and white pixels, essentially creating data out of noise.
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//
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// The default assumption is that the block is light/background. Since no estimate for
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// the level of dark pixels exists locally, use half the min for the block.
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average = min / 2;
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if (y > 0 && x > 0) {
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// Correct the "white background" assumption for blocks that have neighbors by comparing
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// the pixels in this block to the previously calculated black points. This is based on
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// the fact that dark barcode symbology is always surrounded by some amount of light
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// background for which reasonable black point estimates were made. The bp estimated at
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// the boundaries is used for the interior.
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// The (min < bp) is arbitrary but works better than other heuristics that were tried.
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int averageNeighborBlackPoint =
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(blackPoints[y - 1][x] + (2 * blackPoints[y][x - 1]) + blackPoints[y - 1][x - 1]) / 4;
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if (min < averageNeighborBlackPoint) {
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average = averageNeighborBlackPoint;
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}
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}
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}
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blackPoints[y][x] = average;
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}
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}
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return blackPoints;
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}
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}
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@@ -3755,3 +3755,313 @@ impl GlobalHistogramBinarizer {
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Ok((bestValley as u32) << GlobalHistogramBinarizer::LUMINANCE_SHIFT)
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Ok((bestValley as u32) << GlobalHistogramBinarizer::LUMINANCE_SHIFT)
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}
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}
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}
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}
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/*
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* Copyright 2009 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// package com.google.zxing.common;
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// import com.google.zxing.Binarizer;
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// import com.google.zxing.LuminanceSource;
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// import com.google.zxing.NotFoundException;
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/**
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* This class implements a local thresholding algorithm, which while slower than the
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* GlobalHistogramBinarizer, is fairly efficient for what it does. It is designed for
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* high frequency images of barcodes with black data on white backgrounds. For this application,
|
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|
* it does a much better job than a global blackpoint with severe shadows and gradients.
|
||||||
|
* However it tends to produce artifacts on lower frequency images and is therefore not
|
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|
* a good general purpose binarizer for uses outside ZXing.
|
||||||
|
*
|
||||||
|
* This class extends GlobalHistogramBinarizer, using the older histogram approach for 1D readers,
|
||||||
|
* and the newer local approach for 2D readers. 1D decoding using a per-row histogram is already
|
||||||
|
* inherently local, and only fails for horizontal gradients. We can revisit that problem later,
|
||||||
|
* but for now it was not a win to use local blocks for 1D.
|
||||||
|
*
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* This Binarizer is the default for the unit tests and the recommended class for library users.
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*
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* @author dswitkin@google.com (Daniel Switkin)
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*/
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pub struct HybridBinarizer {
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//width: usize,
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//height: usize,
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//source: Box<dyn LuminanceSource>,
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ghb: GlobalHistogramBinarizer,
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// matrix :Option<BitMatrix>,
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}
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impl Binarizer for HybridBinarizer {
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fn getLuminanceSource(&self) -> &Box<dyn LuminanceSource> {
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self.ghb.getLuminanceSource()
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}
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fn getBlackRow(&self, y: usize, row: &mut BitArray) -> Result<BitArray, Exceptions> {
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self.ghb.getBlackRow(y, row)
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}
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/**
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* Calculates the final BitMatrix once for all requests. This could be called once from the
|
||||||
|
* constructor instead, but there are some advantages to doing it lazily, such as making
|
||||||
|
* profiling easier, and not doing heavy lifting when callers don't expect it.
|
||||||
|
*/
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fn getBlackMatrix(&self) -> Result<BitMatrix, Exceptions> {
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// if self.matrix.is_some() {
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// return Ok(self.matrix.clone().unwrap())
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// }
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let matrix;
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let source = self.getLuminanceSource();
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let width = source.getWidth();
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let height = source.getHeight();
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if width >= HybridBinarizer::MINIMUM_DIMENSION
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&& height >= HybridBinarizer::MINIMUM_DIMENSION
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{
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let luminances = source.getMatrix();
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let mut subWidth = width >> HybridBinarizer::BLOCK_SIZE_POWER;
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if (width & HybridBinarizer::BLOCK_SIZE_MASK) != 0 {
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subWidth += 1;
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}
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let mut subHeight = height >> HybridBinarizer::BLOCK_SIZE_POWER;
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if (height & HybridBinarizer::BLOCK_SIZE_MASK) != 0 {
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subHeight += 1;
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}
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let blackPoints = Self::calculateBlackPoints(
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&luminances,
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subWidth as u32,
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subHeight as u32,
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width as u32,
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height as u32,
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);
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let mut newMatrix = BitMatrix::new(width as u32, height as u32)?;
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Self::calculateThresholdForBlock(
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&luminances,
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subWidth as u32,
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subHeight as u32,
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width as u32,
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height as u32,
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&blackPoints,
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&mut newMatrix,
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);
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matrix = newMatrix;
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} else {
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// If the image is too small, fall back to the global histogram approach.
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matrix = self.ghb.getBlackMatrix()?;
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}
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Ok(matrix)
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}
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fn createBinarizer(&self, source: Box<dyn LuminanceSource>) -> Box<dyn Binarizer> {
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Box::new(HybridBinarizer::new(source))
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}
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fn getWidth(&self) -> usize {
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self.ghb.getWidth()
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}
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fn getHeight(&self) -> usize {
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self.ghb.getHeight()
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}
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}
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||||||
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impl HybridBinarizer {
|
||||||
|
// This class uses 5x5 blocks to compute local luminance, where each block is 8x8 pixels.
|
||||||
|
// So this is the smallest dimension in each axis we can accept.
|
||||||
|
const BLOCK_SIZE_POWER: usize = 3;
|
||||||
|
const BLOCK_SIZE: usize = 1 << HybridBinarizer::BLOCK_SIZE_POWER; // ...0100...00
|
||||||
|
const BLOCK_SIZE_MASK: usize = HybridBinarizer::BLOCK_SIZE - 1; // ...0011...11
|
||||||
|
const MINIMUM_DIMENSION: usize = HybridBinarizer::BLOCK_SIZE * 5;
|
||||||
|
const MIN_DYNAMIC_RANGE: usize = 24;
|
||||||
|
|
||||||
|
pub fn new(source: Box<dyn LuminanceSource>) -> Self {
|
||||||
|
Self {
|
||||||
|
ghb: GlobalHistogramBinarizer::new(source),
|
||||||
|
// matrix: None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* For each block in the image, calculate the average black point using a 5x5 grid
|
||||||
|
* of the blocks around it. Also handles the corner cases (fractional blocks are computed based
|
||||||
|
* on the last pixels in the row/column which are also used in the previous block).
|
||||||
|
*/
|
||||||
|
fn calculateThresholdForBlock(
|
||||||
|
luminances: &[u8],
|
||||||
|
subWidth: u32,
|
||||||
|
subHeight: u32,
|
||||||
|
width: u32,
|
||||||
|
height: u32,
|
||||||
|
blackPoints: &Vec<Vec<u32>>,
|
||||||
|
matrix: &mut BitMatrix,
|
||||||
|
) {
|
||||||
|
let maxYOffset = height - HybridBinarizer::BLOCK_SIZE as u32;
|
||||||
|
let maxXOffset = width - HybridBinarizer::BLOCK_SIZE as u32;
|
||||||
|
for y in 0..subHeight {
|
||||||
|
// for (int y = 0; y < subHeight; y++) {
|
||||||
|
let mut yoffset = y << HybridBinarizer::BLOCK_SIZE_POWER;
|
||||||
|
if yoffset > maxYOffset {
|
||||||
|
yoffset = maxYOffset;
|
||||||
|
}
|
||||||
|
let top = Self::cap(y, subHeight - 3);
|
||||||
|
for x in 0..subWidth {
|
||||||
|
// for (int x = 0; x < subWidth; x++) {
|
||||||
|
let mut xoffset = x << HybridBinarizer::BLOCK_SIZE_POWER;
|
||||||
|
if xoffset > maxXOffset {
|
||||||
|
xoffset = maxXOffset;
|
||||||
|
}
|
||||||
|
let left = Self::cap(x, subWidth - 3);
|
||||||
|
let mut sum = 0;
|
||||||
|
for z in -2i32..=2 {
|
||||||
|
// for (int z = -2; z <= 2; z++) {
|
||||||
|
let blackRow = &blackPoints[(top as i32 + z) as usize];
|
||||||
|
sum += blackRow[(left - 2) as usize]
|
||||||
|
+ blackRow[(left - 1) as usize]
|
||||||
|
+ blackRow[left as usize]
|
||||||
|
+ blackRow[(left + 1) as usize]
|
||||||
|
+ blackRow[(left + 2) as usize];
|
||||||
|
}
|
||||||
|
let average = sum / 25;
|
||||||
|
Self::thresholdBlock(luminances, xoffset, yoffset, average, width, matrix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn cap(value: u32, max: u32) -> u32 {
|
||||||
|
if value < 2 {
|
||||||
|
2
|
||||||
|
} else {
|
||||||
|
value.min(max)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Applies a single threshold to a block of pixels.
|
||||||
|
*/
|
||||||
|
fn thresholdBlock(
|
||||||
|
luminances: &[u8],
|
||||||
|
xoffset: u32,
|
||||||
|
yoffset: u32,
|
||||||
|
threshold: u32,
|
||||||
|
stride: u32,
|
||||||
|
matrix: &mut BitMatrix,
|
||||||
|
) {
|
||||||
|
let mut offset = yoffset * stride + xoffset;
|
||||||
|
for y in 0..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (int y = 0, offset = yoffset * stride + xoffset; y < HybridBinarizer::BLOCK_SIZE; y++, offset += stride) {
|
||||||
|
for x in 0..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (int x = 0; x < HybridBinarizer::BLOCK_SIZE; x++) {
|
||||||
|
// Comparison needs to be <= so that black == 0 pixels are black even if the threshold is 0.
|
||||||
|
if luminances[offset as usize + x] as u32 <= threshold {
|
||||||
|
matrix.set(xoffset + x as u32, yoffset + y as u32);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
offset += stride;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Calculates a single black point for each block of pixels and saves it away.
|
||||||
|
* See the following thread for a discussion of this algorithm:
|
||||||
|
* http://groups.google.com/group/zxing/browse_thread/thread/d06efa2c35a7ddc0
|
||||||
|
*/
|
||||||
|
fn calculateBlackPoints(
|
||||||
|
luminances: &[u8],
|
||||||
|
subWidth: u32,
|
||||||
|
subHeight: u32,
|
||||||
|
width: u32,
|
||||||
|
height: u32,
|
||||||
|
) -> Vec<Vec<u32>> {
|
||||||
|
let maxYOffset = height as usize - HybridBinarizer::BLOCK_SIZE;
|
||||||
|
let maxXOffset = width as usize - HybridBinarizer::BLOCK_SIZE;
|
||||||
|
let mut blackPoints = vec![vec![0; subWidth as usize]; subHeight as usize];
|
||||||
|
for y in 0..subHeight {
|
||||||
|
// for (int y = 0; y < subHeight; y++) {
|
||||||
|
let mut yoffset = y << HybridBinarizer::BLOCK_SIZE_POWER;
|
||||||
|
if yoffset > maxYOffset as u32 {
|
||||||
|
yoffset = maxYOffset as u32;
|
||||||
|
}
|
||||||
|
for x in 0..subWidth {
|
||||||
|
// for (int x = 0; x < subWidth; x++) {
|
||||||
|
let mut xoffset = x << HybridBinarizer::BLOCK_SIZE_POWER;
|
||||||
|
if xoffset > maxXOffset as u32 {
|
||||||
|
xoffset = maxXOffset as u32;
|
||||||
|
}
|
||||||
|
let mut sum = 0;
|
||||||
|
let mut min = 0xFF;
|
||||||
|
let mut max = 0;
|
||||||
|
let mut offset = yoffset * width + xoffset;
|
||||||
|
for yy in 0..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (int yy = 0, offset = yoffset * width + xoffset; yy < HybridBinarizer::BLOCK_SIZE; yy++, offset += width) {
|
||||||
|
for xx in 0..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (int xx = 0; xx < HybridBinarizer::BLOCK_SIZE; xx++) {
|
||||||
|
let pixel = luminances[offset as usize + xx];
|
||||||
|
sum += pixel;
|
||||||
|
// still looking for good contrast
|
||||||
|
if pixel < min {
|
||||||
|
min = pixel;
|
||||||
|
}
|
||||||
|
if pixel > max {
|
||||||
|
max = pixel;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// short-circuit min/max tests once dynamic range is met
|
||||||
|
if (max - min) as usize > HybridBinarizer::MIN_DYNAMIC_RANGE {
|
||||||
|
// finish the rest of the rows quickly
|
||||||
|
offset += width;
|
||||||
|
for _yy_s in yy + 1..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (yy++, offset += width; yy < HybridBinarizer::BLOCK_SIZE; yy++, offset += width) {
|
||||||
|
for xx in 0..HybridBinarizer::BLOCK_SIZE {
|
||||||
|
// for (int xx = 0; xx < BLOCK_SIZE; xx++) {
|
||||||
|
sum += luminances[offset as usize + xx];
|
||||||
|
}
|
||||||
|
offset += width;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
offset += width;
|
||||||
|
}
|
||||||
|
|
||||||
|
// The default estimate is the average of the values in the block.
|
||||||
|
let mut average = sum >> (HybridBinarizer::BLOCK_SIZE_POWER * 2);
|
||||||
|
if (max - min) as usize <= HybridBinarizer::MIN_DYNAMIC_RANGE {
|
||||||
|
// If variation within the block is low, assume this is a block with only light or only
|
||||||
|
// dark pixels. In that case we do not want to use the average, as it would divide this
|
||||||
|
// low contrast area into black and white pixels, essentially creating data out of noise.
|
||||||
|
//
|
||||||
|
// The default assumption is that the block is light/background. Since no estimate for
|
||||||
|
// the level of dark pixels exists locally, use half the min for the block.
|
||||||
|
average = min / 2;
|
||||||
|
|
||||||
|
if y > 0 && x > 0 {
|
||||||
|
// Correct the "white background" assumption for blocks that have neighbors by comparing
|
||||||
|
// the pixels in this block to the previously calculated black points. This is based on
|
||||||
|
// the fact that dark barcode symbology is always surrounded by some amount of light
|
||||||
|
// background for which reasonable black point estimates were made. The bp estimated at
|
||||||
|
// the boundaries is used for the interior.
|
||||||
|
|
||||||
|
// The (min < bp) is arbitrary but works better than other heuristics that were tried.
|
||||||
|
let averageNeighborBlackPoint = (blackPoints[y as usize - 1][x as usize]
|
||||||
|
+ (2 * blackPoints[y as usize][x as usize - 1])
|
||||||
|
+ blackPoints[y as usize - 1][x as usize - 1])
|
||||||
|
/ 4;
|
||||||
|
if (min < averageNeighborBlackPoint) {
|
||||||
|
average = averageNeighborBlackPoint;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
blackPoints[y as usize][x as usize] = average;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return blackPoints.into_iter().map(|x| x.iter().map(|y| *y as u32).collect()).collect();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user