mirror of
https://github.com/zxing/zxing.git
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d4efd44fb0
git-svn-id: https://zxing.googlecode.com/svn/trunk@1202 59b500cc-1b3d-0410-9834-0bbf25fbcc57
164 lines
4.7 KiB
C#
Executable file
164 lines
4.7 KiB
C#
Executable file
using com.google.zxing;
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using com.google.zxing.common;
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using System.Drawing.Imaging;
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using System.Drawing;
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using System;
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public class RGBLuminanceSource : LuminanceSource
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{
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private sbyte[] luminances;
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private bool isRotated = false;
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private bool __isRegionSelect = false;
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private Rectangle __Region;
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override public int Height
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{
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get
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{
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if (!isRotated)
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return __height;
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else
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return __width;
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}
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}
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override public int Width
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{
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get
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{
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if (!isRotated)
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return __width;
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else
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return __height;
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}
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}
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private int __height;
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private int __width;
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public RGBLuminanceSource(byte[] d, int W, int H)
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: base(W, H)
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{
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__width = W;
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__height = H;
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int width = W;
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int height = H;
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// In order to measure pure decoding speed, we convert the entire image to a greyscale array
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// up front, which is the same as the Y channel of the YUVLuminanceSource in the real app.
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luminances = new sbyte[width * height];
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for (int y = 0; y < height; y++)
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{
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int offset = y * width;
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for (int x = 0; x < width; x++)
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{
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int r = d[offset * 3 + x * 3];
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int g = d[offset * 3 + x * 3 + 1];
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int b = d[offset * 3 + x * 3 + 2];
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if (r == g && g == b)
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{
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// Image is already greyscale, so pick any channel.
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luminances[offset + x] = (sbyte)r;
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}
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else
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{
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// Calculate luminance cheaply, favoring green.
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luminances[offset + x] = (sbyte)((r + g + g + b) >> 2);
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}
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}
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}
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}
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public RGBLuminanceSource(byte[] d, int W, int H,bool Is8Bit)
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: base(W, H)
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{
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__width = W;
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__height = H;
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luminances = new sbyte[W * H];
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Buffer.BlockCopy(d,0, luminances,0, W * H);
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}
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public RGBLuminanceSource(byte[] d, int W, int H, bool Is8Bit,Rectangle Region)
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: base(W, H)
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{
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__width = Region.Width;
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__height = Region.Height;
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__Region = Region;
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__isRegionSelect = true;
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//luminances = Red.Imaging.Filters.CropArea(d, W, H, Region);
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}
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public RGBLuminanceSource(Bitmap d, int W, int H)
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: base(W, H)
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{
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int width = __width = W;
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int height = __height = H;
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// In order to measure pure decoding speed, we convert the entire image to a greyscale array
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// up front, which is the same as the Y channel of the YUVLuminanceSource in the real app.
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luminances = new sbyte[width * height];
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//if (format == PixelFormat.Format8bppIndexed)
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{
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Color c;
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for (int y = 0; y < height; y++)
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{
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int offset = y * width;
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for (int x = 0; x < width; x++)
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{
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c = d.GetPixel(x, y);
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luminances[offset + x] = (sbyte)(((int)c.R) << 16 | ((int)c.G) << 8 | ((int)c.B));
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}
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}
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}
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}
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override public sbyte[] getRow(int y, sbyte[] row)
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{
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if (isRotated == false)
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{
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int width = Width;
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if (row == null || row.Length < width)
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{
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row = new sbyte[width];
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}
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for (int i = 0; i < width; i++)
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row[i] = luminances[y * width + i];
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//System.arraycopy(luminances, y * width, row, 0, width);
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return row;
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}
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else
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{
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int width = __width;
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int height = __height;
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if (row == null || row.Length < height)
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{
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row = new sbyte[height];
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}
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for (int i = 0; i < height; i++)
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row[i] = luminances[i * width + y];
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//System.arraycopy(luminances, y * width, row, 0, width);
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return row;
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}
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}
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public override sbyte[] Matrix
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{
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get { return luminances; }
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}
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public override LuminanceSource crop(int left, int top, int width, int height)
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{
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return base.crop(left, top, width, height);
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}
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public override LuminanceSource rotateCounterClockwise()
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{
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isRotated = true;
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return this;
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}
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public override bool RotateSupported
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{
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get
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{
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return true;
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}
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}
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}
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