mirror of https://github.com/status-im/qzxing.git
197 lines
6.6 KiB
C++
197 lines
6.6 KiB
C++
/*
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* LocalBlockBinarizer.cpp
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* zxing
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*
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* Created by Ralf Kistner on 17/10/2009.
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* Copyright 2008 ZXing authors All rights reserved.
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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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#include <zxing/common/LocalBlockBinarizer.h>
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namespace zxing {
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const int GLOBAL = 0;
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const int THRESHOLD = 1;
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LocalBlockBinarizer::LocalBlockBinarizer(Ref<LuminanceSource> source) :
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Binarizer(source) {
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}
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LocalBlockBinarizer::~LocalBlockBinarizer() {
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}
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Ref<BitArray> LocalBlockBinarizer::estimateBlackRow(int y, Ref<BitArray> row) {
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//TODO: implement
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return Ref<BitArray>();
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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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Ref<BitMatrix> LocalBlockBinarizer::estimateBlackMatrix() {
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Ref<LuminanceSource> source = getLuminanceSource();
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unsigned char* luminances = source->getMatrix();
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int width = source->getWidth();
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int height = source->getHeight();
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// Sharpening does not really help for 2d barcodes
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// sharpenRow(luminances, width, height);
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int subWidth = width >> 3;
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int subHeight = height >> 3;
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unsigned char* averages = new unsigned char[subWidth * subHeight];
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unsigned char* types = new unsigned char[subWidth * subHeight];
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calculateBlackPoints(luminances, averages, types, subWidth, subHeight, width);
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Ref<BitMatrix> matrix(new BitMatrix(width, height));
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calculateThresholdForBlock(luminances, subWidth, subHeight, width, averages, types, *matrix);
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delete[] averages;
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delete[] types;
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delete[] luminances;
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return matrix;
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}
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// For each 8x8 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, but will ignore up to 7 pixels
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// on the right edge and 7 pixels at the bottom of the image if the overall dimensions are not
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// multiples of eight. In practice, leaving those pixels white does not seem to be a problem.
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void LocalBlockBinarizer::calculateThresholdForBlock(const unsigned char* luminances, int subWidth, int subHeight,
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int stride, const unsigned char* averages, const unsigned char* types, BitMatrix& matrix) {
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// Calculate global average
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int global = 0;
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for (int y = 0; y < subHeight; y++) {
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for (int x = 0; x < subWidth; x++) {
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global += averages[y * subWidth + x];
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}
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}
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global /= subWidth * subHeight;
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for (int y = 0; y < subHeight; y++) {
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for (int x = 0; x < subWidth; x++) {
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int left = (x > 0) ? x : 1;
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left = (left < subWidth - 1) ? left : subWidth - 2;
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int top = (y > 0) ? y : 1;
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top = (top < subHeight - 1) ? top : subHeight - 2;
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int sum = 0;
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int contrast = 0;
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for (int z = -1; z <= 1; z++) {
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// sum += averages[(top + z) * subWidth + left - 2];
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sum += averages[(top + z) * subWidth + left - 1];
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sum += averages[(top + z) * subWidth + left];
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sum += averages[(top + z) * subWidth + left + 1];
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// sum += averages[(top + z) * subWidth + left + 2];
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// type += types[(top + z) * subWidth + left - 2];
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contrast += types[(top + z) * subWidth + left - 1];
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contrast += types[(top + z) * subWidth + left];
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contrast += types[(top + z) * subWidth + left + 1];
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// type += types[(top + z) * subWidth + left + 2];
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}
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int average = sum / 9;
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if (contrast > 2)
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threshold8x8Block(luminances, x << 3, y << 3, average, stride, matrix);
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// else if(average < global) // Black
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// matrix.setRegion(x << 3, y << 3, 8, 8);
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// If white, we don't need to do anything - the block is already cleared.
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}
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}
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}
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// Applies a single threshold to an 8x8 block of pixels.
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void LocalBlockBinarizer::threshold8x8Block(const unsigned char* luminances, int xoffset, int yoffset, int threshold,
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int stride, BitMatrix& matrix) {
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for (int y = 0; y < 8; y++) {
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int offset = (yoffset + y) * stride + xoffset;
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for (int x = 0; x < 8; x++) {
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int pixel = luminances[offset + x];
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if (pixel < 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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// Calculates a single black point for each 8x8 block of pixels and saves it away.
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void LocalBlockBinarizer::calculateBlackPoints(const unsigned char* luminances, unsigned char* averages,
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unsigned char* types, int subWidth, int subHeight, int stride) {
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for (int y = 0; y < subHeight; y++) {
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for (int x = 0; x < subWidth; x++) {
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int sum = 0;
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int min = 255;
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int max = 0;
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for (int yy = 0; yy < 8; yy++) {
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int offset = ((y << 3) + yy) * stride + (x << 3);
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const unsigned char* lumo = luminances + offset;
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for (int xx = 0; xx < 8; xx++) {
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int pixel = lumo[xx];
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sum += pixel;
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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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}
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// If the contrast is inadequate, we treat the block as white.
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// An arbitrary value is chosen here. Higher values mean less noise, but may also reduce
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// the ability to recognise some barcodes.
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int average = sum >> 6;
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int type;
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if (max - min > 30)
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type = THRESHOLD;
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else
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type = GLOBAL;
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// int average = (max - min > 24) ? (sum >> 6) : (min-1);
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averages[y * subWidth + x] = average;
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types[y * subWidth + x] = type;
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}
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}
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}
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// Applies a simple -1 4 -1 box filter with a weight of 2 to each row.
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void LocalBlockBinarizer::sharpenRow(unsigned char* luminances, int width, int height) {
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for (int y = 0; y < height; y++) {
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int offset = y * width;
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int left = luminances[offset];
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int center = luminances[offset + 1];
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for (int x = 1; x < width - 1; x++) {
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unsigned char right = luminances[offset + x + 1];
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int pixel = ((center << 2) - left - right) >> 1;
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// Must clamp values to 0..255 so they will fit in a byte.
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if (pixel > 255) {
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pixel = 255;
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} else if (pixel < 0) {
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pixel = 0;
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}
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luminances[offset + x] = (unsigned char)pixel;
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left = center;
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center = right;
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}
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}
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}
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}
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