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7616c4d06d
git-svn-id: https://zxing.googlecode.com/svn/trunk@2558 59b500cc-1b3d-0410-9834-0bbf25fbcc57
264 lines
9.5 KiB
C#
Executable file
264 lines
9.5 KiB
C#
Executable file
/*
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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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namespace com.google.zxing.common
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{
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using Binarizer = com.google.zxing.Binarizer;
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using LuminanceSource = com.google.zxing.LuminanceSource;
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using NotFoundException = com.google.zxing.NotFoundException;
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/// <summary>
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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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/// </summary>
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public sealed class HybridBinarizer : GlobalHistogramBinarizer
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{
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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 const int BLOCK_SIZE_POWER = 3;
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private static readonly int BLOCK_SIZE = 1 << BLOCK_SIZE_POWER; // ...0100...00
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private static readonly int BLOCK_SIZE_MASK = BLOCK_SIZE - 1; // ...0011...11
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private static readonly int MINIMUM_DIMENSION = BLOCK_SIZE * 5;
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private const int MIN_DYNAMIC_RANGE = 24;
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private BitMatrix matrix;
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public HybridBinarizer(LuminanceSource source) : base(source)
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{
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}
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/// <summary>
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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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/// </summary>
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//JAVA TO C# CONVERTER WARNING: Method 'throws' clauses are not available in .NET:
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//ORIGINAL LINE: public BitMatrix getBlackMatrix() throws com.google.zxing.NotFoundException
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public override BitMatrix BlackMatrix
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{
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get
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{
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if (matrix != null)
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{
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return matrix;
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}
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LuminanceSource source = LuminanceSource;
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int width = source.Width;
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int height = source.Height;
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if (width >= MINIMUM_DIMENSION && height >= MINIMUM_DIMENSION)
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{
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sbyte[] luminances = source.Matrix;
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int subWidth = width >> BLOCK_SIZE_POWER;
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if ((width & BLOCK_SIZE_MASK) != 0)
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{
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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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{
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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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}
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else
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{
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// If the image is too small, fall back to the global histogram approach.
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matrix = base.BlackMatrix;
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}
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return matrix;
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}
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}
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public override Binarizer createBinarizer(LuminanceSource source)
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{
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return new HybridBinarizer(source);
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}
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/// <summary>
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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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/// </summary>
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private static void calculateThresholdForBlock(sbyte[] luminances, int subWidth, int subHeight, int width, int height, int[][] blackPoints, BitMatrix matrix)
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{
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for (int y = 0; y < subHeight; y++)
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{
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int yoffset = y << BLOCK_SIZE_POWER;
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int maxYOffset = height - BLOCK_SIZE;
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if (yoffset > maxYOffset)
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{
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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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{
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int xoffset = x << BLOCK_SIZE_POWER;
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int maxXOffset = width - BLOCK_SIZE;
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if (xoffset > maxXOffset)
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{
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xoffset = maxXOffset;
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}
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int left = cap(x, 2, subWidth - 3);
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int top = cap(y, 2, subHeight - 3);
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int sum = 0;
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for (int z = -2; z <= 2; z++)
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{
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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 min, int max)
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{
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return value < min ? min : value > max ? max : value;
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}
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/// <summary>
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/// Applies a single threshold to a block of pixels.
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/// </summary>
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private static void thresholdBlock(sbyte[] luminances, int xoffset, int yoffset, int threshold, int stride, BitMatrix matrix)
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{
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for (int y = 0, offset = yoffset * stride + xoffset; y < BLOCK_SIZE; y++, offset += stride)
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{
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for (int x = 0; x < BLOCK_SIZE; x++)
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{
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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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{
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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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/// <summary>
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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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/// </summary>
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private static int[][] calculateBlackPoints(sbyte[] luminances, int subWidth, int subHeight, int width, int height)
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{
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//JAVA TO C# CONVERTER NOTE: The following call to the 'RectangularArrays' helper class reproduces the rectangular array initialization that is automatic in Java:
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//ORIGINAL LINE: int[][] blackPoints = new int[subHeight][subWidth];
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int[][] blackPoints = RectangularArrays.ReturnRectangularIntArray(subHeight, subWidth);
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for (int y = 0; y < subHeight; y++)
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{
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int yoffset = y << BLOCK_SIZE_POWER;
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int maxYOffset = height - BLOCK_SIZE;
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if (yoffset > maxYOffset)
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{
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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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{
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int xoffset = x << BLOCK_SIZE_POWER;
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int maxXOffset = width - BLOCK_SIZE;
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if (xoffset > maxXOffset)
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{
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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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{
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for (int xx = 0; xx < BLOCK_SIZE; xx++)
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{
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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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{
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min = pixel;
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}
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if (pixel > max)
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{
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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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{
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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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{
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for (int xx = 0; xx < BLOCK_SIZE; xx++)
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{
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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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{
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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 >> 1;
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if (y > 0 && x > 0)
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{
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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 = (blackPoints[y - 1][x] + (2 * blackPoints[y][x - 1]) + blackPoints[y - 1][x - 1]) >> 2;
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if (min < averageNeighborBlackPoint)
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{
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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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} |