--- /dev/null
+/*\r
+* Copyright 2009 ZXing authors\r
+*\r
+* Licensed under the Apache License, Version 2.0 (the "License");\r
+* you may not use this file except in compliance with the License.\r
+* You may obtain a copy of the License at\r
+*\r
+* http://www.apache.org/licenses/LICENSE-2.0\r
+*\r
+* Unless required by applicable law or agreed to in writing, software\r
+* distributed under the License is distributed on an "AS IS" BASIS,\r
+* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+* See the License for the specific language governing permissions and\r
+* limitations under the License.\r
+*/\r
+using System;\r
+using Binarizer = com.google.zxing.Binarizer;\r
+using LuminanceSource = com.google.zxing.LuminanceSource;\r
+using ReaderException = com.google.zxing.ReaderException;\r
+namespace com.google.zxing.common\r
+{\r
+ \r
+ /// <summary> This Binarizer implementation uses the old ZXing global histogram approach. It is suitable\r
+ /// for low-end mobile devices which don't have enough CPU or memory to use a local thresholding\r
+ /// algorithm. However, because it picks a global black point, it cannot handle difficult shadows\r
+ /// and gradients.\r
+ /// \r
+ /// Faster mobile devices and all desktop applications should probably use HybridBinarizer instead.\r
+ /// \r
+ /// </summary>\r
+ /// <author> dswitkin@google.com (Daniel Switkin)\r
+ /// </author>\r
+ /// <author> Sean Owen\r
+ /// </author>\r
+ /// <author>www.Redivivus.in (suraj.supekar@redivivus.in) - Ported from ZXING Java Source \r
+ /// </author>\r
+ public class GlobalHistogramBinarizer:Binarizer\r
+ {\r
+ override public BitMatrix BlackMatrix\r
+ {\r
+ // Does not sharpen the data, as this call is intended to only be used by 2D Readers.\r
+ \r
+ get\r
+ {\r
+ LuminanceSource source = LuminanceSource;\r
+ // Redivivus.in Java to c# Porting update\r
+ // 30/01/2010 \r
+ // Added\r
+ // START\r
+ sbyte[] localLuminances;\r
+ //END\r
+ \r
+ int width = source.Width;\r
+ int height = source.Height;\r
+ BitMatrix matrix = new BitMatrix(width, height);\r
+ \r
+ // Quickly calculates the histogram by sampling four rows from the image. This proved to be\r
+ // more robust on the blackbox tests than sampling a diagonal as we used to do.\r
+ initArrays(width);\r
+ int[] localBuckets = buckets;\r
+ for (int y = 1; y < 5; y++)\r
+ {\r
+ int row = height * y / 5;\r
+ // Redivivus.in Java to c# Porting update\r
+ // 30/01/2010 \r
+ // Commented & Added\r
+ // START\r
+ //sbyte[] localLuminances = source.getRow(row, luminances);\r
+ localLuminances = source.getRow(row, luminances);\r
+ // END\r
+ int right = (width << 2) / 5;\r
+ for (int x = width / 5; x < right; x++)\r
+ {\r
+ int pixel = localLuminances[x] & 0xff;\r
+ localBuckets[pixel >> LUMINANCE_SHIFT]++;\r
+ }\r
+ }\r
+ int blackPoint = estimateBlackPoint(localBuckets);\r
+ \r
+ // We delay reading the entire image luminance until the black point estimation succeeds.\r
+ // Although we end up reading four rows twice, it is consistent with our motto of\r
+ // "fail quickly" which is necessary for continuous scanning.\r
+\r
+ localLuminances = source.Matrix; // Govinda : Removed sbyte []\r
+ for (int y = 0; y < height; y++)\r
+ {\r
+ int offset = y * width;\r
+ for (int x = 0; x < width; x++)\r
+ {\r
+ int pixel = localLuminances[offset + x] & 0xff;\r
+ if (pixel < blackPoint)\r
+ {\r
+ matrix.set_Renamed(x, y);\r
+ }\r
+ }\r
+ }\r
+ \r
+ return matrix;\r
+ }\r
+ \r
+ }\r
+ \r
+ private const int LUMINANCE_BITS = 5;\r
+ //UPGRADE_NOTE: Final was removed from the declaration of 'LUMINANCE_SHIFT '. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1003'"\r
+ private static readonly int LUMINANCE_SHIFT = 8 - LUMINANCE_BITS;\r
+ //UPGRADE_NOTE: Final was removed from the declaration of 'LUMINANCE_BUCKETS '. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1003'"\r
+ private static readonly int LUMINANCE_BUCKETS = 1 << LUMINANCE_BITS;\r
+ \r
+ private sbyte[] luminances = null;\r
+ private int[] buckets = null;\r
+ \r
+ public GlobalHistogramBinarizer(LuminanceSource source):base(source)\r
+ {\r
+ }\r
+ \r
+ // Applies simple sharpening to the row data to improve performance of the 1D Readers.\r
+ public override BitArray getBlackRow(int y, BitArray row)\r
+ {\r
+ LuminanceSource source = LuminanceSource;\r
+ int width = source.Width;\r
+ if (row == null || row.Size < width)\r
+ {\r
+ row = new BitArray(width);\r
+ }\r
+ else\r
+ {\r
+ row.clear();\r
+ }\r
+ \r
+ initArrays(width);\r
+ sbyte[] localLuminances = source.getRow(y, luminances);\r
+ int[] localBuckets = buckets;\r
+ for (int x = 0; x < width; x++)\r
+ {\r
+ int pixel = localLuminances[x] & 0xff;\r
+ localBuckets[pixel >> LUMINANCE_SHIFT]++;\r
+ }\r
+ int blackPoint = estimateBlackPoint(localBuckets);\r
+ \r
+ int left = localLuminances[0] & 0xff;\r
+ int center = localLuminances[1] & 0xff;\r
+ for (int x = 1; x < width - 1; x++)\r
+ {\r
+ int right = localLuminances[x + 1] & 0xff;\r
+ // A simple -1 4 -1 box filter with a weight of 2.\r
+ int luminance = ((center << 2) - left - right) >> 1;\r
+ if (luminance < blackPoint)\r
+ {\r
+ row.set_Renamed(x);\r
+ }\r
+ left = center;\r
+ center = right;\r
+ }\r
+ return row;\r
+ }\r
+ \r
+ public override Binarizer createBinarizer(LuminanceSource source)\r
+ {\r
+ return new GlobalHistogramBinarizer(source);\r
+ }\r
+ \r
+ private void initArrays(int luminanceSize)\r
+ {\r
+ if (luminances == null || luminances.Length < luminanceSize)\r
+ {\r
+ luminances = new sbyte[luminanceSize];\r
+ }\r
+ if (buckets == null)\r
+ {\r
+ buckets = new int[LUMINANCE_BUCKETS];\r
+ }\r
+ else\r
+ {\r
+ for (int x = 0; x < LUMINANCE_BUCKETS; x++)\r
+ {\r
+ buckets[x] = 0;\r
+ }\r
+ }\r
+ }\r
+ \r
+ private static int estimateBlackPoint(int[] buckets)\r
+ {\r
+ // Find the tallest peak in the histogram.\r
+ int numBuckets = buckets.Length;\r
+ int maxBucketCount = 0;\r
+ int firstPeak = 0;\r
+ int firstPeakSize = 0;\r
+ for (int x = 0; x < numBuckets; x++)\r
+ {\r
+ if (buckets[x] > firstPeakSize)\r
+ {\r
+ firstPeak = x;\r
+ firstPeakSize = buckets[x];\r
+ }\r
+ if (buckets[x] > maxBucketCount)\r
+ {\r
+ maxBucketCount = buckets[x];\r
+ }\r
+ }\r
+ \r
+ // Find the second-tallest peak which is somewhat far from the tallest peak.\r
+ int secondPeak = 0;\r
+ int secondPeakScore = 0;\r
+ for (int x = 0; x < numBuckets; x++)\r
+ {\r
+ int distanceToBiggest = x - firstPeak;\r
+ // Encourage more distant second peaks by multiplying by square of distance.\r
+ int score = buckets[x] * distanceToBiggest * distanceToBiggest;\r
+ if (score > secondPeakScore)\r
+ {\r
+ secondPeak = x;\r
+ secondPeakScore = score;\r
+ }\r
+ }\r
+ \r
+ // Make sure firstPeak corresponds to the black peak.\r
+ if (firstPeak > secondPeak)\r
+ {\r
+ int temp = firstPeak;\r
+ firstPeak = secondPeak;\r
+ secondPeak = temp;\r
+ }\r
+ \r
+ // If there is too little contrast in the image to pick a meaningful black point, throw rather\r
+ // than waste time trying to decode the image, and risk false positives.\r
+ // TODO: It might be worth comparing the brightest and darkest pixels seen, rather than the\r
+ // two peaks, to determine the contrast.\r
+ if (secondPeak - firstPeak <= numBuckets >> 4)\r
+ {\r
+ throw ReaderException.Instance;\r
+ }\r
+ \r
+ // Find a valley between them that is low and closer to the white peak.\r
+ int bestValley = secondPeak - 1;\r
+ int bestValleyScore = - 1;\r
+ for (int x = secondPeak - 1; x > firstPeak; x--)\r
+ {\r
+ int fromFirst = x - firstPeak;\r
+ int score = fromFirst * fromFirst * (secondPeak - x) * (maxBucketCount - buckets[x]);\r
+ if (score > bestValleyScore)\r
+ {\r
+ bestValley = x;\r
+ bestValleyScore = score;\r
+ }\r
+ }\r
+ \r
+ return bestValley << LUMINANCE_SHIFT;\r
+ }\r
+ }\r
+}
\ No newline at end of file