/* * Copyright 2009 ZXing authors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ // package com.google.zxing.common; // import com.google.zxing.Binarizer; // import com.google.zxing.LuminanceSource; // import com.google.zxing.NotFoundException; use std::{borrow::Cow, rc::Rc}; use once_cell::unsync::OnceCell; use crate::common::Result; use crate::{Binarizer, LuminanceSource}; use super::{BitArray, BitMatrix, GlobalHistogramBinarizer}; /** * This class implements a local thresholding algorithm, which while slower than the * GlobalHistogramBinarizer, is fairly efficient for what it does. It is designed for * high frequency images of barcodes with black data on white backgrounds. For this application, * 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 * 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. * * This Binarizer is the default for the unit tests and the recommended class for library users. * * @author dswitkin@google.com (Daniel Switkin) */ pub struct HybridBinarizer { //width: usize, //height: usize, //source: Box, ghb: GlobalHistogramBinarizer, black_matrix: OnceCell, } impl Binarizer for HybridBinarizer { fn getLuminanceSource(&self) -> &Box { self.ghb.getLuminanceSource() } fn getBlackRow(&self, y: usize) -> Result> { self.ghb.getBlackRow(y) } /** * 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. */ fn getBlackMatrix(&self) -> Result<&BitMatrix> { let matrix = self .black_matrix .get_or_try_init(|| Self::calculateBlackMatrix(&self.ghb))?; Ok(matrix) } fn createBinarizer(&self, source: Box) -> Rc { Rc::new(HybridBinarizer::new(source)) } fn getWidth(&self) -> usize { self.ghb.getWidth() } fn getHeight(&self) -> usize { self.ghb.getHeight() } } 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) -> Self { let ghb = GlobalHistogramBinarizer::new(source); Self { black_matrix: OnceCell::new(), ghb, } } fn calculateBlackMatrix(ghb: &GlobalHistogramBinarizer) -> Result { // let matrix; let source = ghb.getLuminanceSource(); let width = source.getWidth(); let height = source.getHeight(); let matrix = if width >= HybridBinarizer::MINIMUM_DIMENSION && height >= HybridBinarizer::MINIMUM_DIMENSION { let luminances = source.getMatrix(); let mut sub_width = width >> HybridBinarizer::BLOCK_SIZE_POWER; if (width & HybridBinarizer::BLOCK_SIZE_MASK) != 0 { sub_width += 1; } let mut sub_height = height >> HybridBinarizer::BLOCK_SIZE_POWER; if (height & HybridBinarizer::BLOCK_SIZE_MASK) != 0 { sub_height += 1; } let black_points = Self::calculateBlackPoints( &luminances, sub_width as u32, sub_height as u32, width as u32, height as u32, ); let mut new_matrix = BitMatrix::new(width as u32, height as u32)?; Self::calculateThresholdForBlock( &luminances, sub_width as u32, sub_height as u32, width as u32, height as u32, &black_points, &mut new_matrix, ); Ok(new_matrix) } else { // If the image is too small, fall back to the global histogram approach. let m = ghb.getBlackMatrix()?; Ok(m.clone()) }; // dbg!(matrix.to_string()); matrix } /** * 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], sub_width: u32, sub_height: u32, width: u32, height: u32, black_points: &[Vec], matrix: &mut BitMatrix, ) { let maxYOffset = height - HybridBinarizer::BLOCK_SIZE as u32; let maxXOffset = width - HybridBinarizer::BLOCK_SIZE as u32; for y in 0..sub_height { // 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, sub_height - 3); for x in 0..sub_width { // 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, sub_width - 3); let mut sum = 0; for z in -2i32..=2 { // for (int z = -2; z <= 2; z++) { let blackRow = &black_points[(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); } } } #[inline(always)] 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> { 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 = 0u32; let mut min = 0xff; let mut max = 0; let mut offset = yoffset * width + xoffset; let mut yy = 0; while yy < 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 as u32; // 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; yy += 1; while yy < 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] as u32; } yy += 1; offset += width; } break; } yy += 1; 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 as u32 / 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 average_neighbor_black_point: u32 = (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 as u32) < average_neighbor_black_point { average = average_neighbor_black_point; } } } blackPoints[y as usize][x as usize] = average; } } blackPoints } }