/*
 * 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.
 */

namespace com.google.zxing.common
{

	using Binarizer = com.google.zxing.Binarizer;
	using LuminanceSource = com.google.zxing.LuminanceSource;
	using NotFoundException = com.google.zxing.NotFoundException;

	/// <summary>
	/// 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)
	/// </summary>
	public sealed class HybridBinarizer : GlobalHistogramBinarizer
	{

	  // 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.
	  private const int BLOCK_SIZE_POWER = 3;
	  private static readonly int BLOCK_SIZE = 1 << BLOCK_SIZE_POWER; // ...0100...00
	  private static readonly int BLOCK_SIZE_MASK = BLOCK_SIZE - 1; // ...0011...11
	  private static readonly int MINIMUM_DIMENSION = BLOCK_SIZE * 5;
	  private const int MIN_DYNAMIC_RANGE = 24;

	  private BitMatrix matrix;

	  public HybridBinarizer(LuminanceSource source) : base(source)
	  {
	  }

	  /// <summary>
	  /// 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.
	  /// </summary>
//JAVA TO C# CONVERTER WARNING: Method 'throws' clauses are not available in .NET:
//ORIGINAL LINE: public BitMatrix getBlackMatrix() throws com.google.zxing.NotFoundException
	  public override BitMatrix BlackMatrix
	  {
		  get
		  {
			if (matrix != null)
			{
			  return matrix;
			}
			LuminanceSource source = LuminanceSource;
			int width = source.Width;
			int height = source.Height;
			if (width >= MINIMUM_DIMENSION && height >= MINIMUM_DIMENSION)
			{
			  sbyte[] luminances = source.Matrix;
			  int subWidth = width >> BLOCK_SIZE_POWER;
			  if ((width & BLOCK_SIZE_MASK) != 0)
			  {
				subWidth++;
			  }
			  int subHeight = height >> BLOCK_SIZE_POWER;
			  if ((height & BLOCK_SIZE_MASK) != 0)
			  {
				subHeight++;
			  }
			  int[][] blackPoints = calculateBlackPoints(luminances, subWidth, subHeight, width, height);
    
			  BitMatrix newMatrix = new BitMatrix(width, height);
			  calculateThresholdForBlock(luminances, subWidth, subHeight, width, height, blackPoints, newMatrix);
			  matrix = newMatrix;
			}
			else
			{
			  // If the image is too small, fall back to the global histogram approach.
			  matrix = base.BlackMatrix;
			}
			return matrix;
		  }
	  }

	  public override Binarizer createBinarizer(LuminanceSource source)
	  {
		return new HybridBinarizer(source);
	  }

	  /// <summary>
	  /// 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).
	  /// </summary>
	  private static void calculateThresholdForBlock(sbyte[] luminances, int subWidth, int subHeight, int width, int height, int[][] blackPoints, BitMatrix matrix)
	  {
		for (int y = 0; y < subHeight; y++)
		{
		  int yoffset = y << BLOCK_SIZE_POWER;
		  int maxYOffset = height - BLOCK_SIZE;
		  if (yoffset > maxYOffset)
		  {
			yoffset = maxYOffset;
		  }
		  for (int x = 0; x < subWidth; x++)
		  {
			int xoffset = x << BLOCK_SIZE_POWER;
			int maxXOffset = width - BLOCK_SIZE;
			if (xoffset > maxXOffset)
			{
			  xoffset = maxXOffset;
			}
			int left = cap(x, 2, subWidth - 3);
			int top = cap(y, 2, subHeight - 3);
			int sum = 0;
			for (int z = -2; z <= 2; z++)
			{
			  int[] blackRow = blackPoints[top + z];
			  sum += blackRow[left - 2] + blackRow[left - 1] + blackRow[left] + blackRow[left + 1] + blackRow[left + 2];
			}
			int average = sum / 25;
			thresholdBlock(luminances, xoffset, yoffset, average, width, matrix);
		  }
		}
	  }

	  private static int cap(int value, int min, int max)
	  {
		return value < min ? min : value > max ? max : value;
	  }

	  /// <summary>
	  /// Applies a single threshold to a block of pixels.
	  /// </summary>
	  private static void thresholdBlock(sbyte[] luminances, int xoffset, int yoffset, int threshold, int stride, BitMatrix matrix)
	  {
		for (int y = 0, offset = yoffset * stride + xoffset; y < BLOCK_SIZE; y++, offset += stride)
		{
		  for (int x = 0; x < BLOCK_SIZE; x++)
		  {
			// Comparison needs to be <= so that black == 0 pixels are black even if the threshold is 0.
			if ((luminances[offset + x] & 0xFF) <= threshold)
			{
			  matrix.set(xoffset + x, yoffset + y);
			}
		  }
		}
	  }

	  /// <summary>
	  /// 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
	  /// </summary>
	  private static int[][] calculateBlackPoints(sbyte[] luminances, int subWidth, int subHeight, int width, int height)
	  {
//JAVA TO C# CONVERTER NOTE: The following call to the 'RectangularArrays' helper class reproduces the rectangular array initialization that is automatic in Java:
//ORIGINAL LINE: int[][] blackPoints = new int[subHeight][subWidth];
		int[][] blackPoints = RectangularArrays.ReturnRectangularIntArray(subHeight, subWidth);
		for (int y = 0; y < subHeight; y++)
		{
		  int yoffset = y << BLOCK_SIZE_POWER;
		  int maxYOffset = height - BLOCK_SIZE;
		  if (yoffset > maxYOffset)
		  {
			yoffset = maxYOffset;
		  }
		  for (int x = 0; x < subWidth; x++)
		  {
			int xoffset = x << BLOCK_SIZE_POWER;
			int maxXOffset = width - BLOCK_SIZE;
			if (xoffset > maxXOffset)
			{
			  xoffset = maxXOffset;
			}
			int sum = 0;
			int min = 0xFF;
			int max = 0;
			for (int yy = 0, offset = yoffset * width + xoffset; yy < BLOCK_SIZE; yy++, offset += width)
			{
			  for (int xx = 0; xx < BLOCK_SIZE; xx++)
			  {
				int pixel = luminances[offset + xx] & 0xFF;
				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 > MIN_DYNAMIC_RANGE)
			  {
				// finish the rest of the rows quickly
				for (yy++, offset += width; yy < BLOCK_SIZE; yy++, offset += width)
				{
				  for (int xx = 0; xx < BLOCK_SIZE; xx++)
				  {
					sum += luminances[offset + xx] & 0xFF;
				  }
				}
			  }
			}

			// The default estimate is the average of the values in the block.
			int average = sum >> (BLOCK_SIZE_POWER * 2);
			if (max - min <= 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 >> 1;

			  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.
				int averageNeighborBlackPoint = (blackPoints[y - 1][x] + (2 * blackPoints[y][x - 1]) + blackPoints[y - 1][x - 1]) >> 2;
				if (min < averageNeighborBlackPoint)
				{
				  average = averageNeighborBlackPoint;
				}
			  }
			}
			blackPoints[y][x] = average;
		  }
		}
		return blackPoints;
	  }

	}

}