package com.google.zxing.common;
import com.google.zxing.Binarizer;
-import com.google.zxing.ReaderException;
import com.google.zxing.LuminanceSource;
/**
* However it tends to produce artifacts on lower frequency images and is therefore not
* a good general purpose binarizer for uses outside ZXing.
*
+ * NOTE: This class is still experimental and may not be ready for prime time yet.
+ *
* @author dswitkin@google.com (Daniel Switkin)
*/
public final class LocalBlockBinarizer extends Binarizer {
super(source);
}
- public BitArray getBlackRow(int y, BitArray row) throws ReaderException {
+ // TODO: Consider a different strategy for 1D Readers.
+ public BitArray getBlackRow(int y, BitArray row) {
binarizeEntireImage();
return matrix.getRow(y, row);
}
- public BitMatrix getBlackMatrix() throws ReaderException {
+ // TODO: If getBlackRow() calculates its own values, removing sharpening here.
+ public BitMatrix getBlackMatrix() {
binarizeEntireImage();
return matrix;
}
// For each 8x8 block in the image, calculate the average black point using a 5x5 grid
// of the blocks around it. Also handles the corner cases, but will ignore up to 7 pixels
- // on the right edge and 7 pixels at the bottom of the image if the overall dimsions are not
+ // on the right edge and 7 pixels at the bottom of the image if the overall dimensions are not
// multiples of eight. In practice, leaving those pixels white does not seem to be a problem.
private static void calculateThresholdForBlock(byte[] luminances, int subWidth, int subHeight,
int stride, int[][] blackPoints, BitMatrix matrix) {
for (int y = 0; y < subHeight; y++) {
for (int x = 0; x < subWidth; x++) {
- int sum = 0;
int left = (x > 1) ? x : 2;
left = (left < subWidth - 2) ? left : subWidth - 3;
int top = (y > 1) ? y : 2;
top = (top < subHeight - 2) ? top : subHeight - 3;
+ int sum = 0;
for (int z = -2; z <= 2; z++) {
sum += blackPoints[top + z][left - 2];
sum += blackPoints[top + z][left - 1];
sum += blackPoints[top + z][left + 2];
}
int average = sum / 25;
- threshold8x8Block(luminances, x * 8, y * 8, average, stride, matrix);
+ threshold8x8Block(luminances, x << 3, y << 3, average, stride, matrix);
}
}
}
int min = 255;
int max = 0;
for (int yy = 0; yy < 8; yy++) {
- int offset = (y * 8 + yy) * stride + (x * 8);
+ int offset = ((y << 3) + yy) * stride + (x << 3);
for (int xx = 0; xx < 8; xx++) {
int pixel = luminances[offset + xx] & 0xff;
sum += pixel;
int center = luminances[offset + 1] & 0xff;
for (int x = 1; x < width - 1; x++) {
int right = luminances[offset + x + 1] & 0xff;
- luminances[x] = (byte)(((center << 2) - left - right) >> 1);
+ int pixel = ((center << 2) - left - right) >> 1;
+ // Must clamp values to 0..255 so they will fit in a byte.
+ if (pixel > 255) {
+ pixel = 255;
+ } else if (pixel < 0) {
+ pixel = 0;
+ }
+ luminances[offset + x] = (byte)pixel;
left = center;
center = right;
}