1258 lines
54 KiB
C++
1258 lines
54 KiB
C++
// RegionDetector.cpp: implementation of the CRegionDetector class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "precomp.h"
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#pragma hdrstop
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#include "regionde.h"
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inline ULONG Intensity(ULONG value);
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inline ULONG DifferenceFromGray(ULONG value);
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inline UCHAR Difference(UCHAR a, UCHAR b);
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inline ULONG Difference(ULONG a, ULONG b);
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int inline MAX(int a, int b);
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int inline MIN(int a, int b);
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// helper functions
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// sum of RGB vals
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inline ULONG Intensity(ULONG value)
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{
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return(value&0xff)+((value&0xff00)>>8)+((value&0xff0000)>>16);
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}
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// shadows are gray... if you aint gray... you aint a shadow
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inline ULONG DifferenceFromGray(ULONG value)
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{
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UCHAR g,b;//,b;
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// r=(UCHAR)(value& 0x0000ff);
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g=(UCHAR)((value& 0x00ff00)>>8);
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b=(UCHAR)((value& 0xff0000)>>16);
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// use this instead of the complete formula (uncomment the commented out code for the complete formula)
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// allow yellow scanner backgrounds
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return(ULONG)(Difference(b,g));//+Difference(r,g)+Difference(g,b));
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}
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// we should make a Difference Template to clean up this code
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inline UCHAR Difference(UCHAR a, UCHAR b)
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{
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if (a>b) return(a-b);
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else return(b-a);
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}
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inline ULONG Difference(ULONG a, ULONG b)
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{
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if (a>b) return(a-b);
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else return(b-a);
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}
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inline LONG Difference(LONG a, LONG b)
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{
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if (a>b) return(a-b);
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else return(b-a);
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}
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int inline MAX(int a, int b)
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{
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if (a>b) return(a);
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return(b);
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}
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int inline MIN(int a, int b)
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{
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if (a<b) return(a);
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return(b);
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}
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// if we have resampled the image, we may want to convert back to the origional coordinate system
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bool CRegionDetector::ConvertToOrigionalCoordinates()
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{
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if (m_pRegions!=NULL)
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{
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int i;
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for (i=0;i<m_pRegions->m_numRects;i++)
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{
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m_pRegions->m_pRects[i].left=m_pRegions->m_pRects[i].left*m_resampleFactor+m_resampleFactor/2;
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m_pRegions->m_pRects[i].right=m_pRegions->m_pRects[i].right*m_resampleFactor+m_resampleFactor/2;
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m_pRegions->m_pRects[i].top=m_pRegions->m_pRects[i].top*m_resampleFactor+m_resampleFactor/2;
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m_pRegions->m_pRects[i].bottom=m_pRegions->m_pRects[i].bottom*m_resampleFactor+m_resampleFactor/2;
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}
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return(true);
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}
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return(false);
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}
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// simplified Region detection code for single region detection
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// Faster and about as accurate
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// FindSingleRegion encapsulates a subset of FindRegions. at the moment, for code documentation of FindSingleRegion, see FindRegions
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bool CRegionDetector::FindSingleRegion()
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{
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// cast the pointers
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// S = Scan, B = blank background, V = virtual screen... new image
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int x,y;
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int a,b; // loop vars used for merging regions
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int border; // for aggregation on a rectangle by rectangle basis
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ULONG position;
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int numChunks;
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bool unionOperationInLastPass;
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ULONG* pImagePixels;
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ULONG* pEdgePixels;
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int requiredPixels;
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// if the bitmap is too large we can use halfsize to resample it down to a more reasonable size...
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// on a fast proccessor, current performance tests show that for most preview images this won't be needed
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// but if the user scans an image at 300 dpi, this will come in handy.
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// m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
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// for FingSingleRegion we plan on doing one resample before image proccessing
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// with an expected image size of 200x300 pixels which greatly reduces the proccessor load
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m_resampleFactor=1;
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while (m_pScan->m_nBitmapWidth>GOALX || m_pScan->m_nBitmapHeight>GOALY)
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{
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m_pScan->HalfSize();
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m_resampleFactor*=2;
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}
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m_pScan->Invert(); // filters operate on inverted images
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m_pScan->CorrectBrightness();
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requiredPixels=m_pScan->m_nBitmapWidth*m_pScan->m_nBitmapHeight/256/10;
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if (requiredPixels==0) requiredPixels=1; // special case for a particularly small preview scan
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m_pScan->MaxContrast(requiredPixels); // spread the images color spectrum out... concept: balance color spectra between different scans
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m_pScanBlurred->CreateBlurBitmap(m_pScan); // sets scanBlurred to be equal to a blurred version of m_pScan
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m_pScanDoubleBlurred->CreateBlurBitmap(m_pScanBlurred);
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m_pScanTripleBlurred->CreateBlurBitmap(m_pScanDoubleBlurred); // sets scanBlurred to be equal to a blurred version of m_pScan
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m_pScanHorizontalBlurred->CreateHorizontalBlurBitmap(m_pScan);
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m_pScanVerticalBlurred->CreateVerticalBlurBitmap(m_pScan);
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m_pScanEdges->CreateDifferenceBitmap(m_pScan,m_pScanBlurred); // think about how you create an edge bitmap and you will understand
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m_pScanDoubleEdges->CreateDifferenceBitmap(m_pScanBlurred,m_pScanDoubleBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanTripleEdges->CreateDifferenceBitmap(m_pScanDoubleBlurred,m_pScanTripleBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanHorizontalEdges->CreateDifferenceBitmap(m_pScan,m_pScanHorizontalBlurred); // assuming the user was kind enough to place the image right side up
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m_pScanVerticalEdges->CreateDifferenceBitmap(m_pScan,m_pScanVerticalBlurred); // we will get a huge accuracy boost from this simple step
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// free memory as soon as it isn't needed
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if (m_pScanVerticalBlurred!=NULL)
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{
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delete m_pScanVerticalBlurred;
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m_pScanVerticalBlurred=NULL;
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}
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if (m_pScanHorizontalBlurred!=NULL)
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{
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delete m_pScanHorizontalBlurred;
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m_pScanHorizontalBlurred=NULL;
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}
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if (m_pScanDoubleBlurred!=NULL)
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{
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delete m_pScanDoubleBlurred;
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m_pScanDoubleBlurred=NULL;
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}
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if (m_pScanTripleBlurred!=NULL)
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{
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delete m_pScanTripleBlurred;
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m_pScanTripleBlurred=NULL;
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}
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// these 5 calls to killShadows make up the real meat of the region detection work done by the program.
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// KillShadows now performs more tasks than simply killing shadows. Killshadows also enhances edges
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// and removes background colors
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// the doubleBlur and tripleBlur edge maps are needed so that we can distinguish between an uneven background scanner color and a real image.
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// see KillShadows for more documentation.
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// m_pScanBlurred is the bitmap we will use to determine where regions are
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// these calls to KillShadows act to enhance pixels which are part of regions and inhibit pixels which are not part of regions
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m_pScanBlurred->KillShadows(m_pScanVerticalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanHorizontalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanEdges, MAXSHADOWSTART,MAXSHADOWPIXEL-1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,true);
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m_pScanBlurred->KillShadows(m_pScanDoubleEdges,MAXSHADOWSTART,MAXSHADOWPIXEL+2,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,true);
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m_pScanBlurred->KillShadows(m_pScanTripleEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,true);
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// RemoveBlackBorder removes questionable pixels around the outside edge of an image.
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// RemoveBlackBorder has only very limited utility for region detection on images that were not aquired from a scanner
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m_pScan->RemoveBlackBorder(MIN_BLACK_SCANNER_EDGE_CHAN_VALUE,m_pScanBlurred,m_pScan);
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// despeckle removes small clumps of pixels which are probably stray static
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m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
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m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
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// pMap will hold information on which region each pixel on the screen is part of
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int *pMap=new int[m_pScanBlurred->m_nBitmapHeight*m_pScanBlurred->m_nBitmapWidth];
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if (pMap)
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{
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numChunks=m_pScanBlurred->FindChunks(pMap); // maps chunks on m_pScanBlurred to pMap
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if (m_pRegions!=NULL) delete m_pRegions;
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m_pRegions = new CRegionList(numChunks); // create a CRegionList to map the chunks onto.
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if (m_pRegions)
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{
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m_pRegions->m_nBitmapWidth=m_pScan->m_nBitmapWidth;
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m_pRegions->m_nBitmapHeight=m_pScan->m_nBitmapHeight;
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// now turn region map into region rectangles
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// it could be argued that this routine should be placed in C32BitDibWrapper
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// but we don't want to make C32BitDibWrapper encompas too much functionality which
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// would only be useful for imagedetection
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pImagePixels=(ULONG *)(m_pScanBlurred->m_pBits); // we want to use 32 bit chunks instead of 8 bit chunks
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pEdgePixels=(ULONG *)(m_pScanEdges->m_pBits);
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// add all the bitmap pixels to the m_pRegions list
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position=0;
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for (y=0;y<m_pScan->m_nBitmapHeight;y++)
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{
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for (x=0;x<m_pScan->m_nBitmapWidth;x++)
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{
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if (pMap[position]>0)
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{
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m_pRegions->AddPixel(pMap[position]-1, pImagePixels[position],pEdgePixels[position], x, y); // pMap values start at 1, let region values start at 0
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} // we start pMap at 1 so that 0 can indicate a pixel that is not assigned to any region
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position++; // we may want to make pMap start at 0 at some later date
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}
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}
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m_pRegions->m_numRects=numChunks;
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m_pRegions->m_validRects=numChunks;
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// free bitmaps as soon as they will no longer be used
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if (m_pScanHorizontalEdges!=NULL)
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{
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delete m_pScanHorizontalEdges;
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m_pScanHorizontalEdges=NULL;
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}
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if (m_pScanVerticalEdges!=NULL)
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{
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delete m_pScanVerticalEdges;
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m_pScanVerticalEdges=NULL;
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}
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// merge together regions
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// this routine is pretty much a waste when performing single region detection
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// the only advantage of it over simply calling unionRegions is that
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// we can merge together small close together regions, but kill small regions that are far from other regions (probably static)
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for (border=0;border<MAXBORDER;border+=SINGLE_REGION_BORDER_INCREMENT) // when detecting a single region detection,
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{
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// we don't need to inch along one border pixel width increment at a time
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// as we know we want to compact down to a single region in the end
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unionOperationInLastPass=true;
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for (a=0;a<m_pRegions->m_numRects;a++) // overkill, we could be cleverer about when we check for valid regions
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{
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m_pRegions->checkIfValidRegion(a, border); // sets m_valid params
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}
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m_pRegions->CompactDown(m_pRegions->m_validRects); // remove all invalid rects to save search time
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while (unionOperationInLastPass==true)
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{
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unionOperationInLastPass=false;
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for (a=0;a<m_pRegions->m_numRects;a++)
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{
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if (m_pRegions->m_valid[a]==true)
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{
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for (b=a+1;b<m_pRegions->m_numRects;b++)
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{
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if (m_pRegions->m_valid[b]==true)
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{
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if (m_pRegions->CheckIntersect(a,b,border)==true)
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{
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m_pRegions->UnionRegions(a,b);
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m_pRegions->checkIfValidRegion(a, border); // in this context, checkvalid should have the effect of culling regions which are probably only stray dots
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unionOperationInLastPass=true;
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}
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}
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}
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}
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}
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}
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}
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// m_pScanBlurred->ColorChunks(pMap); // for debugging purposes... so we know where exactly chunks are
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m_pRegions->CompactDown(m_pRegions->m_validRects); // remove all invalid rects to save search time
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}
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delete[] pMap;
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}
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return(TRUE);
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}
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// detect regions
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// makes heavy use of C32BitWrapper helper functions
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// WARNING: this function has not been updated to include the latest changes
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// to compensate for poor image quality
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//
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int CRegionDetector::FindRegions()
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{
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// cast the pointers
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// S = Scan, B = blank background, V = virtual screen... new image
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int x,y;
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int a,b;
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int i;
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bool done, weird;
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char* pWall; // 2d array keeping track of which regions have walls between them and other regions
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// wall vals... TRUE, FALSE, UNKNOWN
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int border; // for aggregation on a rectangle by rectangle basis
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ULONG position;
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int numChunks;
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bool unionOperationInLastPass;
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ULONG* pImagePixels;
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ULONG* pEdgePixels;
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int requiredPixels;
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// if the bitmap is too large we can use halfsize to resample it down to a more reasonable size...
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// on a fast proccessor, current performance tests show that for most preview images this won't be needed
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// but if the user scans an image at 300 dpi, this will come in handy.
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while (m_pScan->m_nBitmapWidth>GOALX || m_pScan->m_nBitmapHeight>GOALY)
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{
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m_pScan->HalfSize();
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}
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m_pScanBlurred->CreateBlurBitmap(m_pScan); // sets scanBlurred to be equal to a blurred version of m_pScan
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m_pScanDoubleBlurred->CreateBlurBitmap(m_pScanBlurred); // sets scanBlurred to be equal to a blurred version of m_pScan
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m_pScanTripleBlurred->CreateBlurBitmap(m_pScanDoubleBlurred); // sets scanBlurred to be equal to a blurred version of m_pScan
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m_pScanHorizontalBlurred->CreateHorizontalBlurBitmap(m_pScan);
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m_pScanVerticalBlurred->CreateVerticalBlurBitmap(m_pScan);
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m_pScanDoubleHorizontalBlurred->CreateHorizontalBlurBitmap(m_pScanHorizontalBlurred);
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m_pScanDoubleVerticalBlurred->CreateVerticalBlurBitmap(m_pScanVerticalBlurred);
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m_pScanEdges->CreateDifferenceBitmap(m_pScan,m_pScanBlurred); // think about how you create an edge bitmap and you will understand
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m_pScanDoubleEdges->CreateDifferenceBitmap(m_pScanBlurred,m_pScanDoubleBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanTripleEdges->CreateDifferenceBitmap(m_pScanDoubleBlurred,m_pScanTripleBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanHorizontalEdges->CreateDifferenceBitmap(m_pScan,m_pScanHorizontalBlurred); // assuming the user was kind enough to place the image right side up
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m_pScanVerticalEdges->CreateDifferenceBitmap(m_pScan,m_pScanVerticalBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanDoubleHorizontalEdges->CreateDifferenceBitmap(m_pScanHorizontalBlurred,m_pScanDoubleHorizontalBlurred); // assuming the user was kind enough to place the image right side up
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m_pScanDoubleVerticalEdges->CreateDifferenceBitmap(m_pScanVerticalBlurred,m_pScanDoubleVerticalBlurred); // we will get a huge accuracy boost from this simple step
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m_pScanBlurred->Invert(); // filters operate on inverted images
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requiredPixels=m_pScanBlurred->m_nBitmapWidth*m_pScanBlurred->m_nBitmapHeight/256/10;
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if (requiredPixels==0) requiredPixels=1; // special case for a particularly small preview scan
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m_pScanBlurred->CorrectBrightness();
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m_pScanBlurred->MaxContrast(requiredPixels);
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// free memory as soon as it isn't needed
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if (m_pScanVerticalBlurred!=NULL)
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{
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delete m_pScanVerticalBlurred;
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m_pScanVerticalBlurred=NULL;
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}
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if (m_pScanHorizontalBlurred!=NULL)
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{
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delete m_pScanHorizontalBlurred;
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m_pScanHorizontalBlurred=NULL;
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}
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if (m_pScanDoubleBlurred!=NULL)
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{
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delete m_pScanDoubleBlurred;
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m_pScanDoubleBlurred=NULL;
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}
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if (m_pScanTripleBlurred!=NULL)
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{
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delete m_pScanTripleBlurred;
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m_pScanTripleBlurred=NULL;
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}
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m_pScanWithShadows = new C32BitDibWrapper(m_pScanBlurred); // copy scanBlurred
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// eliminate shadows
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m_pScanBlurred->KillShadows(m_pScanTripleEdges, MAXSHADOWSTART,MAXSHADOWPIXEL-2,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanDoubleEdges,MAXSHADOWSTART,MAXSHADOWPIXEL-1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+1,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanHorizontalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanVerticalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
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// compensate for background color
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// the average background color pixel will probably have a smaller edge factor than the average shadow,
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// but will have a larger difference from grey
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// hence to eliminate background color we ignore difference from grey... as accomplished by the (256*3) term
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m_pScanBlurred->KillShadows(m_pScanTripleEdges, 256*3,MAXSHADOWPIXEL-2,256*3,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanDoubleEdges,256*3,MAXSHADOWPIXEL-2,256*3,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanEdges, 256*3,MAXSHADOWPIXEL-2,256*3,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanHorizontalEdges, 256*3,MAXSHADOWPIXEL-2,256*3,NOT_SHADOW_INTENSITY,false);
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m_pScanBlurred->KillShadows(m_pScanVerticalEdges, 256*3,MAXSHADOWPIXEL-2,256*3,NOT_SHADOW_INTENSITY,false);
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// pure economics... edge pixels are much more likely to be junk
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// so economically, its worth it to risk
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// killing good edge pixels to get rid of the bad
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m_pScanBlurred->EdgeDespeckle();
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m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
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m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
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// prepare to find chunks
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int *pMap=new int[m_pScanBlurred->m_nBitmapHeight*m_pScanBlurred->m_nBitmapWidth];
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if (pMap)
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{
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done=false;
|
|
weird=false;
|
|
while (done==false) // we may have to repeat FindChunks if we find that we did not eliminate enough pixels and ended up with all pixels being determined to be part of the same region
|
|
{
|
|
done=true;
|
|
numChunks=m_pScanBlurred->FindChunks(pMap); // fills the pMap array with chunks
|
|
|
|
if (m_pRegions!=NULL) delete m_pRegions;
|
|
m_pRegions = new CRegionList(numChunks);
|
|
|
|
if (m_pRegions)
|
|
{
|
|
m_pRegions->m_nBitmapWidth=m_pScan->m_nBitmapWidth;
|
|
m_pRegions->m_nBitmapHeight=m_pScan->m_nBitmapHeight;
|
|
|
|
// now turn the pMap region map into region rectangles
|
|
// it could be argued that this routine should be placed in C32BitDibWrapper
|
|
// but we don't want to make C32BitDibWrapper encompas too much functionality which
|
|
// clearly is directly connected with imagedetection
|
|
|
|
pImagePixels=(ULONG *)(m_pScanBlurred->m_pBits); // we want to use 32 bit chunks instead of 8 bit chunks
|
|
pEdgePixels=(ULONG *)(m_pScanEdges->m_pBits);
|
|
|
|
|
|
position=0;
|
|
for (y=0;y<m_pScan->m_nBitmapHeight;y++)
|
|
{
|
|
for (x=0;x<m_pScan->m_nBitmapWidth;x++)
|
|
{
|
|
if (pMap[position]>0)
|
|
{
|
|
m_pRegions->AddPixel(pMap[position]-1, pImagePixels[position],pEdgePixels[position], x, y); // pMap values start at 1, let region values start at 0
|
|
} // we start pMap at 1 so that 0 can indicate a pixel that is not assigned to any region
|
|
position++; // we may want to make pMap start at 0 at some later date
|
|
}
|
|
}
|
|
|
|
m_pRegions->m_numRects=numChunks;
|
|
m_pRegions->m_validRects=numChunks;
|
|
// check for invalid regions
|
|
for (a=0;a<m_pRegions->m_numRects;a++)
|
|
{
|
|
m_pRegions->checkIfValidRegion(a); // sets m_valid params
|
|
m_pRegions->m_backgroundColorPixels[a]=m_pScan->PixelsBelowThreshold(m_pScanBlurred,m_pScanEdges,m_pRegions->m_pRects[a]);
|
|
m_pRegions->RegionType(a); // clasify regions... text or photo
|
|
}
|
|
|
|
|
|
m_pRegions->CompactDown(m_pRegions->m_validRects);
|
|
if (m_pRegions->m_validRects==0) break; // if there aren't any regions, no sense in proceeding
|
|
|
|
unionOperationInLastPass=true;
|
|
while (unionOperationInLastPass==true)
|
|
{
|
|
unionOperationInLastPass=false;
|
|
for (a=0;a<m_pRegions->m_numRects;a++)
|
|
{
|
|
if (m_pRegions->m_valid[a]==true)
|
|
{
|
|
for (b=a+1;b<m_pRegions->m_numRects;b++)
|
|
{
|
|
if (m_pRegions->m_valid[b]==true)
|
|
{
|
|
// we are paranoid... we repeatedly check if two regions intersect each other.
|
|
if (m_pRegions->CheckIntersect(a,b,0)==true)
|
|
{
|
|
m_pRegions->UnionRegions(a,b);
|
|
m_pRegions->checkIfValidRegion(a, 0); // in this context, checkvalid should have the effect of culling regions which are probably only stray dots
|
|
m_pRegions->RegionType(a); // figure out what type of region the combined region should be
|
|
|
|
unionOperationInLastPass=true;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (weird==false &&
|
|
((m_pRegions->m_pRects[0].right-m_pRegions->m_pRects[0].left)
|
|
*(m_pRegions->m_pRects[0].bottom-m_pRegions->m_pRects[0].top))
|
|
>
|
|
((m_pScanBlurred->m_nBitmapWidth-DESPECKLE_BORDER_WIDTH*2)*(m_pScanBlurred->m_nBitmapWidth-DESPECKLE_BORDER_WIDTH*2)))
|
|
{
|
|
weird=true;
|
|
done=false;
|
|
|
|
// you better not be grey or you are in trouble
|
|
// some seriously nasty shadow elimination
|
|
// we will probably eliminate too many good pixels
|
|
// but at least the poor user will get something more than just finding that the whole screen was selected
|
|
m_pScanBlurred->KillShadows(m_pScanTripleEdges, 256,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
m_pScanBlurred->KillShadows(m_pScanDoubleEdges,256,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
m_pScanBlurred->KillShadows(m_pScanEdges, 256,MAXSHADOWPIXEL+5,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
m_pScanBlurred->KillShadows(m_pScanHorizontalEdges, 256,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
m_pScanBlurred->KillShadows(m_pScanVerticalEdges, 256,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
|
|
|
|
m_pScanBlurred->KillShadows(m_pScanDoubleHorizontalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
m_pScanBlurred->KillShadows(m_pScanDoubleVerticalEdges, MAXSHADOWSTART,MAXSHADOWPIXEL+4,MAX_DIFFERENCE_FROM_GRAY,NOT_SHADOW_INTENSITY,false);
|
|
|
|
|
|
m_pScanBlurred->EdgeDespeckle();
|
|
m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
|
|
// m_pScanBlurred->EdgeDespeckle();
|
|
m_pScanBlurred->Despeckle(); // two despeckles has a greater effect than one
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_pRegions)
|
|
{
|
|
m_pRegions->CompactDown(m_pRegions->m_validRects); // compact down the CRegionList so that it nolonger includes invalidated regions
|
|
|
|
// we store an array indicating which pairs of regions have walls between them
|
|
// used for unioning together large text regions... for example, scanning
|
|
// in two pages with a shadow between them
|
|
|
|
pWall=new char[m_pRegions->m_numRects*m_pRegions->m_numRects];
|
|
if (pWall)
|
|
{
|
|
for (a=0;a<m_pRegions->m_numRects;a++)
|
|
{
|
|
if (m_pRegions->m_valid[a]==true)
|
|
{
|
|
for (b=a+1;b<m_pRegions->m_numRects;b++)
|
|
{
|
|
if (m_pRegions->m_valid[b]==true)
|
|
{
|
|
pWall[a*m_pRegions->m_numRects+b]=UNKNOWN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// key ideas. we need to (potentially) merge a large number of fragmented text regions and we need to avoid merging large photo regions
|
|
// we also want to keep memory usage within reason...so we should delete stuff after we know we will nolonger use it.
|
|
if (m_pScanHorizontalEdges!=NULL)
|
|
{
|
|
delete m_pScanHorizontalEdges;
|
|
m_pScanHorizontalEdges=NULL;
|
|
}
|
|
if (m_pScanVerticalEdges!=NULL)
|
|
{
|
|
delete m_pScanVerticalEdges;
|
|
m_pScanVerticalEdges=NULL;
|
|
}
|
|
|
|
for (border=0;border<MAXBORDER;border++) // loop through each possible border with consecutivelly
|
|
{
|
|
unionOperationInLastPass=true;
|
|
while (unionOperationInLastPass==true)
|
|
{
|
|
unionOperationInLastPass=false;
|
|
for (a=0;a<m_pRegions->m_numRects;a++)
|
|
{
|
|
if (m_pRegions->m_valid[a]==true)
|
|
{
|
|
for (b=a+1;b<m_pRegions->m_numRects;b++)
|
|
{
|
|
if (m_pRegions->m_valid[b]==true)
|
|
{
|
|
// we are paranoid... we repeatedly check if two regions intersect each other.
|
|
if (m_pRegions->CheckIntersect(a,b,0)==true)
|
|
{
|
|
m_pRegions->UnionRegions(a,b);
|
|
m_pRegions->checkIfValidRegion(a, 0); // in this context, checkvalid should have the effect of culling regions which are probably only stray dots
|
|
m_pRegions->RegionType(a); // figure out what type of region the combined region should be
|
|
|
|
for (i=a+1;i<m_pRegions->m_numRects;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[a*m_pRegions->m_numRects+i]=UNKNOWN;
|
|
|
|
for (i=0;i<a;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[i*m_pRegions->m_numRects+a]=UNKNOWN;
|
|
|
|
|
|
unionOperationInLastPass=true;
|
|
}
|
|
|
|
// now the complex part. check for intersections after growing borders around regions
|
|
// but only if we don't have two photo regions
|
|
if (MERGE_REGIONS)
|
|
{
|
|
if ((m_pRegions->m_type[a]&TEXT_REGION && m_pRegions->m_type[b]&TEXT_REGION)
|
|
||(((m_pRegions->m_type[a]|m_pRegions->m_type[b])&MERGABLE_WITH_PHOTOGRAPH)&&border<MERGABLE_WITH_PHOTOGRAPH)
|
|
||(border<MAX_MERGE_PHOTO_REGIONS && (m_pRegions->Size(a)<MAX_MERGABLE_PHOTOGRAPH_SIZE || m_pRegions->Size(b)<MAX_MERGABLE_PHOTOGRAPH_SIZE)))
|
|
{
|
|
if (m_pRegions->CheckIntersect(a,b,border)==true)
|
|
{
|
|
if (border<MERGABLE_WITHOUT_COLLISIONDETECTION)
|
|
{
|
|
m_pRegions->UnionRegions(a,b);
|
|
m_pRegions->checkIfValidRegion(a, border); // in this context, checkvalid should have the effect of culling regions which are probably only stray dots
|
|
m_pRegions->RegionType(a); // figure out what type of region the combined region should be
|
|
|
|
for (i=a+1;i<m_pRegions->m_numRects;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[a*m_pRegions->m_numRects+i]=UNKNOWN;
|
|
|
|
for (i=0;i<a;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[i*m_pRegions->m_numRects+a]=UNKNOWN;
|
|
|
|
|
|
unionOperationInLastPass=true;
|
|
}
|
|
|
|
else
|
|
{
|
|
if (pWall[a*m_pRegions->m_numRects+b]==UNKNOWN)
|
|
pWall[a*m_pRegions->m_numRects+b]=CollisionDetection(m_pRegions->m_pRects[a],m_pRegions->m_pRects[b],m_pScanWithShadows);
|
|
|
|
if (pWall[a*m_pRegions->m_numRects+b]==TRUE || (m_pRegions->m_type[a]&PHOTOGRAPH_REGION) || (m_pRegions->m_type[b]&PHOTOGRAPH_REGION))
|
|
{
|
|
if (!m_pRegions->MergerIntersectsPhoto(a,b))
|
|
{
|
|
m_pRegions->UnionRegions(a,b);
|
|
m_pRegions->checkIfValidRegion(a, border); // in this context, checkvalid should have the effect of culling regions which are probably only stray dots
|
|
m_pRegions->RegionType(a); // figure out what type of region the combined region should be
|
|
unionOperationInLastPass=true;
|
|
// region a has changed so reset collision flags
|
|
|
|
for (i=a+1;i<m_pRegions->m_numRects;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[a*m_pRegions->m_numRects+i]=UNKNOWN;
|
|
|
|
for (i=0;i<a;i++)
|
|
if (m_pRegions->m_valid[i]==TRUE)
|
|
pWall[i*m_pRegions->m_numRects+a]=UNKNOWN;
|
|
|
|
if (border>=MERGABLE_WITHOUT_COLLISIONDETECTION) border=MERGABLE_WITHOUT_COLLISIONDETECTION-2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// we have stricter requirements for region validity after we have done the border search.
|
|
for (a=0;a<m_pRegions->m_numRects;a++)
|
|
{
|
|
m_pRegions->checkIfValidRegion(a,DONE_WITH_BORDER_CHECKING);
|
|
}
|
|
|
|
// m_pScanBlurred->ColorChunks(pMap); // for debugging purposes... so we know where exactly chunks are
|
|
m_pRegions->CompactDown(m_pRegions->m_validRects+10); // we don't want to hand the user a list which includes invalidated regions
|
|
|
|
//
|
|
// free pWall
|
|
//
|
|
delete[] pWall;
|
|
}
|
|
}
|
|
delete[] pMap;
|
|
}
|
|
return(TRUE);
|
|
}
|
|
|
|
bool CRegionDetector::CollisionDetection(RECT r1, RECT r2, C32BitDibWrapper* pImage)
|
|
{
|
|
// use tracer lines to determine if there is an obstical between the two regions... be it possibly a photograph region or a speckle which we were wise enough to delete
|
|
// we should cache collision results, but we are lazy and compared with the time taken by all of the filters which edited every single bitmap pixel, time spent here is trivial
|
|
// first we need to determine how the regions are located with respect to each other
|
|
// we do three tracer rays (top edge to top edge, median to median, and bottom to bottom)
|
|
// throw out the edge with the highest collsion value... maybe we were unlucky and hit a stray speckle
|
|
//
|
|
// Diagram
|
|
// .____ 253
|
|
// ._
|
|
// . \*
|
|
// \ \ 43531 <-- hit speckle, throw out value
|
|
// \
|
|
// \ 215
|
|
// average intensity value: aprox 230 so its safe to merge the two regions
|
|
ULONG resistance[3];
|
|
// ULONG totalResistance;
|
|
ULONG maxResistance,minResistance,i;
|
|
|
|
if (r1.right < r2.left) // region 1 is to the left of region 2
|
|
{
|
|
resistance[0]=pImage->Line(r1.right,r1.top,r2.left,r2.top);
|
|
resistance[1]=pImage->Line(r1.right,r1.bottom,r2.left,r2.bottom);
|
|
resistance[2]=pImage->Line(r1.right,(r1.bottom+r1.top)/2,r2.left,(r2.bottom+r2.top)/2);
|
|
}
|
|
else
|
|
if (r2.right < r1.left) //region 2 is to the left of region 1
|
|
{
|
|
resistance[0]=pImage->Line(r2.right,r2.top,r1.left,r1.top);
|
|
resistance[1]=pImage->Line(r2.right,r2.bottom,r1.left,r1.bottom);
|
|
resistance[2]=pImage->Line(r2.right,(r2.bottom+r2.top)/2,r1.left,(r1.bottom+r1.top)/2);
|
|
}
|
|
else
|
|
if (r1.bottom < r2.top) // region 1 is above region 2
|
|
{
|
|
resistance[0]=pImage->Line(r1.right,r1.bottom,r2.right,r2.top);
|
|
resistance[1]=pImage->Line(r1.left,r1.bottom,r2.left,r2.top);
|
|
resistance[2]=pImage->Line((r1.left+r1.right)/2,r1.bottom,(r2.left+r2.right)/2,r2.top);
|
|
}
|
|
else
|
|
if (r2.bottom < r1.top) // region 2 is above region 1
|
|
{
|
|
resistance[0]=pImage->Line(r2.right,r2.bottom,r1.right,r1.top);
|
|
resistance[1]=pImage->Line(r2.left,r2.bottom,r1.left,r1.top);
|
|
resistance[2]=pImage->Line((r2.left+r2.right)/2,r2.bottom,(r1.left+r1.right)/2,r1.top);
|
|
}
|
|
|
|
// we used to have a more complex scheme where we took the average of the lower two values
|
|
// hence some of the following code is legacy code from that experiment
|
|
maxResistance=0;
|
|
minResistance=MAX_RESISTANCE_ALLOWED_TO_UNION+1;
|
|
for (i=0;i<3;i++)
|
|
{
|
|
if (resistance[i]>maxResistance) maxResistance=resistance[i];
|
|
if (resistance[i]<minResistance) minResistance=resistance[i];
|
|
}
|
|
|
|
//totalResistance=resistance[0]+resistance[1]+resistance[2]-maxResistance;
|
|
if (minResistance>MAX_RESISTANCE_ALLOWED_TO_UNION)
|
|
{
|
|
return(false);
|
|
}
|
|
else
|
|
{
|
|
return(true);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
// CRegionList member functions:
|
|
|
|
CRegionList::CRegionList(int num)
|
|
{
|
|
int i;
|
|
m_numRects=0;
|
|
m_maxRects=num;
|
|
m_nBitmapWidth=0;
|
|
m_nBitmapHeight=0;
|
|
m_pRects = new RECT[num];
|
|
m_pixelsFilled = new ULONG[num];
|
|
m_valid= new bool[num];
|
|
m_type = new int[num];
|
|
m_totalColored= new ULONG[num];
|
|
m_totalIntensity= new ULONG[num];
|
|
m_totalEdge= new ULONG[num];
|
|
m_backgroundColorPixels = new int[num];
|
|
//
|
|
// Make sure all of the memory allocations succeeded
|
|
//
|
|
if (m_pRects && m_pixelsFilled && m_valid && m_type && m_totalColored && m_totalIntensity && m_totalEdge && m_backgroundColorPixels)
|
|
{
|
|
for (i=0;i<num;i++)
|
|
{
|
|
m_pixelsFilled[i]=0;
|
|
m_totalColored[i]=0;
|
|
m_totalIntensity[i]=0;
|
|
m_totalEdge[i]=0;
|
|
m_valid[i]=true;
|
|
m_backgroundColorPixels[i] = -1;
|
|
m_type[i]=PHOTOGRAPH_REGION;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// If all of the memory allocations didn't succeed, free all allocated memory
|
|
//
|
|
delete[] m_pRects;
|
|
delete[] m_pixelsFilled;
|
|
delete[] m_valid;
|
|
delete[] m_type;
|
|
delete[] m_totalColored;
|
|
delete[] m_totalIntensity;
|
|
delete[] m_totalEdge;
|
|
delete[] m_backgroundColorPixels;
|
|
m_pRects = NULL;
|
|
m_pixelsFilled = NULL;
|
|
m_valid = NULL;
|
|
m_type = NULL;
|
|
m_totalColored = NULL;
|
|
m_totalIntensity = NULL;
|
|
m_totalEdge = NULL;
|
|
m_backgroundColorPixels = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
int CRegionList::UnionIntersectingRegions()
|
|
{
|
|
bool unionOperationInLastPass;
|
|
int numUnionOperations;
|
|
int a,b;
|
|
numUnionOperations=0;
|
|
unionOperationInLastPass=true;
|
|
while (unionOperationInLastPass==true)
|
|
{
|
|
unionOperationInLastPass=false;
|
|
for (a=0;a<m_numRects;a++)
|
|
{
|
|
if (m_valid[a]==true)
|
|
for (b=a+1;b<m_numRects;b++)
|
|
if (m_valid[b]==true)
|
|
{
|
|
// we are paranoid... we repeatedly check if two regions intersect each other.
|
|
if (CheckIntersect(a,b,0)==true)
|
|
{
|
|
UnionRegions(a,b);
|
|
unionOperationInLastPass=true;
|
|
numUnionOperations++;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
return(numUnionOperations);
|
|
}
|
|
|
|
|
|
RECT CRegionList::unionAll()
|
|
{
|
|
int i,j;
|
|
|
|
for (i=0;i<m_numRects;i++)
|
|
{
|
|
if (m_valid[i]==true)
|
|
{
|
|
for (j=i+1;j<m_numRects;j++)
|
|
{
|
|
if (m_valid[j]==true)
|
|
{
|
|
UnionRegions(i,j);
|
|
}
|
|
|
|
}
|
|
return(m_pRects[i]);
|
|
}
|
|
}
|
|
RECT invalidRect;
|
|
invalidRect.left=0;invalidRect.top=0;invalidRect.right=0;invalidRect.bottom=0;
|
|
return(invalidRect);
|
|
}
|
|
|
|
RECT CRegionList::nthRegion(int num)
|
|
{
|
|
int i;
|
|
int n;
|
|
|
|
for (i=0,n=0;i<m_maxRects;i++)
|
|
{
|
|
if (m_valid[i]==true)
|
|
{
|
|
if (num==n) return(m_pRects[i]);
|
|
n++;
|
|
}
|
|
}
|
|
RECT invalidRect;
|
|
invalidRect.left=0;invalidRect.top=0;invalidRect.right=0;invalidRect.bottom=0;
|
|
return(invalidRect);
|
|
}
|
|
|
|
int CRegionList::RegionType(int region)
|
|
{
|
|
|
|
if (ClassifyRegion(region)>TEXTPHOTO_THRESHOLD)
|
|
{
|
|
m_type[region]=PHOTOGRAPH_REGION; // regions which we are very confident with
|
|
}
|
|
else
|
|
{
|
|
m_type[region]=TEXT_REGION; /// regions we don't have a darn clue about
|
|
if (largeRegion(region)==true) m_type[region]=TEXT_REGION|MERGABLE_WITH_PHOTOGRAPH;
|
|
}
|
|
return(m_type[region]);
|
|
}
|
|
|
|
|
|
bool CRegionList::largeRegion(int region)
|
|
{
|
|
int width, height, size;
|
|
width=(m_pRects[region].right-m_pRects[region].left);
|
|
height=(m_pRects[region].bottom-m_pRects[region].top);
|
|
size=width*height;
|
|
if (size>LARGEREGION_THRESHOLD) return(true);
|
|
return(false);
|
|
}
|
|
|
|
double CRegionList::ClassifyRegion(int region) // determine if the region is a text or a graphics region
|
|
{ // higher numbers are photo regions
|
|
// low numbers are text regions
|
|
// this function is not been written for speed
|
|
// its been written so that it is still almost understandable
|
|
// concept: use a bunch of tests that are accurate about 75% of the time
|
|
// to get a test that is accurate 99.9% of the time
|
|
double edgeFactor; // shadows and stray smudges should have real low edge factors... but
|
|
// dots should have high edge factors
|
|
double intensityFactor; // if a region has a very high intensity factor, forget about worrying if it is valid or not
|
|
double colorFactor; // a region with a lot of color is unlikely to be a stray speckle
|
|
double aspectRatioFactor;
|
|
double width,height;
|
|
double size;
|
|
double textRegionStylePixelsFactor;
|
|
double classificationValue;
|
|
width=(double)(m_pRects[region].right-m_pRects[region].left)+.01; // avoid divide by zero
|
|
height=(double)(m_pRects[region].bottom-m_pRects[region].top)+.01; // avoid divide by zero
|
|
size=width*height;
|
|
if (width>height) aspectRatioFactor=height/width;
|
|
else aspectRatioFactor=width/height;
|
|
//if(m_pixelsFilled<MINREGIONPIXELS) sizeFactor=-100;
|
|
edgeFactor = (double)m_totalEdge[region]/(double)m_pixelsFilled[region]+.01; // avoid divide by zero
|
|
colorFactor= ((double)m_totalColored[region]/(double)m_pixelsFilled[region]);
|
|
colorFactor=(colorFactor+110)/2; // otherwise we kill all black and white photos
|
|
intensityFactor = (double)m_totalIntensity[region]/(double)m_pixelsFilled[region];
|
|
|
|
textRegionStylePixelsFactor=(double)m_backgroundColorPixels[region]/size*100;
|
|
if (textRegionStylePixelsFactor<2) textRegionStylePixelsFactor=2;
|
|
|
|
classificationValue=colorFactor/intensityFactor/edgeFactor*aspectRatioFactor/textRegionStylePixelsFactor/textRegionStylePixelsFactor*30000; // square text region factor because its the most accurate test we have so we don't want some other tests distorting its results
|
|
|
|
// get rid of annoying stray speckles which the computer thinks are photographs
|
|
/* if(classificationValue>=MIN_BORDERLINE_TEXTPHOTO && classificationValue <=MAX_BORDERLINE_TEXTPHOTO)
|
|
{
|
|
classificationValue*=size/REASONABLE_PHOTO_SIZE; // big images are usually pictures.. and big images which are text blocks should have had very low color vals
|
|
// add more tests here
|
|
// potentially add more time intensive tests such as count num colors
|
|
}*/
|
|
|
|
// classificationValue=textRegionStylePixelsFactor; // debug
|
|
return(classificationValue);
|
|
}
|
|
|
|
bool CRegionList::checkIfValidRegion(int region, int border) // syncs whether a region is valid or not
|
|
{
|
|
if (m_valid[region]==true) // ignore already invalidated regions
|
|
{
|
|
m_valid[region]=ValidRegion(region, border);
|
|
if (m_valid[region]==false) m_validRects--;
|
|
}
|
|
return(m_valid[region]);
|
|
}
|
|
|
|
bool CRegionList::ValidRegion(int region, int border) // determines if a region is likely a worthless speck of dust or shadow or if we should care about the region
|
|
{
|
|
double aspectRatioFactor;
|
|
double width,height;
|
|
double size;
|
|
int edgePenaltyFactor;
|
|
// check if the region crosses the EDGE_PENALTY_WIDTH outer pixels of the image
|
|
width=(double)(m_pRects[region].right-m_pRects[region].left)+.01; // just to be safe to avoid divide by zero
|
|
height=(double)(m_pRects[region].bottom-m_pRects[region].top)+.01; // just to be safe to avoid divide by zero
|
|
|
|
edgePenaltyFactor=1;
|
|
// disable penalty factor calculations
|
|
/* if( m_pRects[region].left<EDGE_PENALTY_WIDTH
|
|
|| m_pRects[region].top<EDGE_PENALTY_WIDTH
|
|
|| m_nBitmapHeight-m_pRects[region].bottom<EDGE_PENALTY_WIDTH
|
|
|| m_nBitmapWidth-m_pRects[region].right<EDGE_PENALTY_WIDTH)
|
|
{
|
|
if(border>MAX_MERGE_DIFFERENT_REGIONS) edgePenaltyFactor=EDGE_PENALTY_FACTOR;
|
|
else edgePenaltyFactor=CLOSE_TO_EDGE_PENALTY_FACTOR;
|
|
}
|
|
else
|
|
if( m_pRects[region].left<CLOSE_TO_EDGE_PENALTY_WIDTH
|
|
|| m_pRects[region].top<CLOSE_TO_EDGE_PENALTY_WIDTH
|
|
|| m_nBitmapHeight-m_pRects[region].bottom<CLOSE_TO_EDGE_PENALTY_WIDTH
|
|
|| m_nBitmapWidth-m_pRects[region].right<CLOSE_TO_EDGE_PENALTY_WIDTH)
|
|
{
|
|
edgePenaltyFactor=CLOSE_TO_EDGE_PENALTY_FACTOR;
|
|
}*/
|
|
|
|
if (border<MAX_NO_EDGE_PIXEL_REGION_PENALTY) edgePenaltyFactor=1;
|
|
if (border>MAX_MERGE_DIFFERENT_REGIONS) edgePenaltyFactor=edgePenaltyFactor*2;
|
|
// if(border>BORDER_EXTREME_EDGE_PIXEL_REGION_PENALTY) edgePenaltyFactor=edgePenaltyFactor*2;
|
|
|
|
|
|
|
|
size=width*height; // the problem child text regions are small ones... so we use the size of the image as a factor
|
|
if (width>height) aspectRatioFactor=height/width;
|
|
else aspectRatioFactor=width/height;
|
|
|
|
// its too small
|
|
if ((int)m_pixelsFilled[region]<MINREGIONPIXELS*edgePenaltyFactor) return(false);
|
|
if (size<MINSIZE*edgePenaltyFactor) return(false);
|
|
|
|
if (border == DONE_WITH_BORDER_CHECKING)
|
|
{
|
|
if (size<MIN_FINAL_REGION_SIZE*edgePenaltyFactor) return(false);
|
|
}
|
|
|
|
// its too narrow
|
|
if (width<MINWIDTH*edgePenaltyFactor || height<MINWIDTH*edgePenaltyFactor) return(false);
|
|
|
|
if ((1/aspectRatioFactor)*edgePenaltyFactor>MAXREGIONRATIO && (width*edgePenaltyFactor<IGNORE_RATIO_WIDTH || height<IGNORE_RATIO_WIDTH)) return(false);
|
|
|
|
return(true);
|
|
}
|
|
|
|
bool CRegionList::InsideRegion(int region, int x, int y, int border) // border is the amount of border space to place around the outside of the region
|
|
{
|
|
if (x>=(m_pRects[region].left-border)
|
|
&& x<=(m_pRects[region].right+border)
|
|
&& y>=(m_pRects[region].top-border)
|
|
&& y<=(m_pRects[region].bottom+border))
|
|
return(true);
|
|
return(false);
|
|
}
|
|
|
|
void CRegionList::AddPixel(int region, ULONG pixel,ULONG edge, int x, int y)
|
|
{
|
|
if (m_pixelsFilled[region]!=0)
|
|
{
|
|
if (x<m_pRects[region].left) m_pRects[region].left=x;
|
|
if (x>m_pRects[region].right) m_pRects[region].right=x;
|
|
if (y<m_pRects[region].top) m_pRects[region].top=y;
|
|
if (y>m_pRects[region].bottom) m_pRects[region].bottom=y;
|
|
}
|
|
else // init region
|
|
{
|
|
m_pixelsFilled[region]=0;
|
|
m_totalColored[region]=0;
|
|
m_totalIntensity[region]=0;
|
|
m_pRects[region].left=x;
|
|
m_pRects[region].right=x;
|
|
m_pRects[region].top=y;
|
|
m_pRects[region].bottom=y;
|
|
m_numRects++;
|
|
m_validRects++;
|
|
}
|
|
m_pixelsFilled[region]++;
|
|
m_totalColored[region]+=DifferenceFromGray(pixel);
|
|
m_totalIntensity[region]+=Intensity(pixel);
|
|
m_totalEdge[region]+=Intensity(edge);
|
|
|
|
}
|
|
|
|
// unions two regions together... region b is invalidated
|
|
bool CRegionList::UnionRegions(int a, int b)
|
|
{
|
|
if (m_valid[a]!=true || m_valid[b]!=true) return(false); // the user tried to union an invalidated region
|
|
m_valid[b]=false;
|
|
m_pRects[a].left=MIN(m_pRects[a].left,m_pRects[b].left);
|
|
m_pRects[a].top=MIN(m_pRects[a].top,m_pRects[b].top);
|
|
m_pRects[a].right=MAX(m_pRects[a].right,m_pRects[b].right);
|
|
m_pRects[a].bottom=MAX(m_pRects[a].bottom,m_pRects[b].bottom);
|
|
m_pixelsFilled[a]+=m_pixelsFilled[b];
|
|
m_totalColored[a]+=m_totalColored[b];
|
|
m_totalIntensity[a]+=m_totalIntensity[b];
|
|
m_totalEdge[a]+=m_totalEdge[b];
|
|
m_backgroundColorPixels[a]+=m_backgroundColorPixels[b];
|
|
|
|
m_validRects--;
|
|
return(true);
|
|
}
|
|
|
|
RECT CRegionList::UnionRects(RECT a, RECT b)
|
|
{
|
|
RECT result;
|
|
result.left=MIN(a.left,b.left);
|
|
result.top=MIN(a.top,b.top);
|
|
result.right=MAX(a.right,b.right);
|
|
result.bottom=MAX(a.bottom,b.bottom);
|
|
return(result);
|
|
}
|
|
|
|
bool CRegionList::MergerIntersectsPhoto(int a, int b) // if we merge these two regions, will we also be merging with a photo region (a taboo)
|
|
{
|
|
RECT mergedRect;
|
|
int i;
|
|
mergedRect=UnionRects(m_pRects[a],m_pRects[b]);
|
|
for (i=0;i<m_numRects;i++)
|
|
if (m_valid[i]==true && (m_type[i]&PHOTOGRAPH_REGION) && a!=i && b!=i)
|
|
{
|
|
if (CheckIntersect(mergedRect,m_pRects[i])) return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
// see InsideRegion for an explaination of what border is
|
|
bool CRegionList::CheckIntersect(int a, int b, int border) // do regions a and b intersect?
|
|
{
|
|
return(CheckIntersect(m_pRects[a],m_pRects[b],border));
|
|
}
|
|
|
|
bool CRegionList::CheckIntersect(RECT r1, RECT r2, int border) // do regions a and b intersect?
|
|
{
|
|
RECT intersect;
|
|
// grow r1 by border
|
|
// note: it shouldn't make any difference which rectangle we choose to grow
|
|
r1.left-=border;
|
|
r1.right+=border;
|
|
r1.top-=border;
|
|
r1.bottom+=border;
|
|
|
|
intersect = Intersect(r1,r2);
|
|
if (intersect.left<intersect.right && intersect.bottom>intersect.top)
|
|
return(true);
|
|
else
|
|
return(false);
|
|
/* // old buggy code for checking if two regions intersected
|
|
|
|
if(InsideRegion(r1,r2.left,r2.top,border) || // check if any of the four corner pixels are inside the other region
|
|
InsideRegion(r1,r2.left,r2.bottom,border) ||
|
|
InsideRegion(r1,r2.right,r2.top,border) || // b inside a
|
|
InsideRegion(r1,r2.right,r2.bottom,border)||
|
|
|
|
InsideRegion(r2,r1.left,r1.top,border) || // a inside b
|
|
InsideRegion(r2,r1.left,r1.bottom,border) ||
|
|
InsideRegion(r2,r1.right,r1.top,border) ||
|
|
InsideRegion(r2,r1.right,r1.bottom,border)
|
|
)
|
|
return true;
|
|
else
|
|
return false;*/
|
|
}
|
|
|
|
RECT CRegionList::Intersect(RECT r1, RECT r2)
|
|
{
|
|
RECT intersect;
|
|
intersect.left=MAX(r1.left,r2.left);
|
|
intersect.right=MIN(r1.right,r2.right);
|
|
intersect.top=MAX(r1.top,r2.top);
|
|
intersect.bottom=MIN(r1.bottom,r2.bottom);
|
|
if (intersect.left<=intersect.right && intersect.top<=intersect.bottom)
|
|
return(intersect);
|
|
else
|
|
{
|
|
intersect.left=-1;
|
|
intersect.right=-1;
|
|
intersect.top=-1;
|
|
intersect.bottom=-1;
|
|
return(intersect);
|
|
}
|
|
}
|
|
|
|
bool CRegionList::InsideRegion(RECT region, int x, int y, int border) // border is the amount of border space to place around the outside of the region
|
|
{
|
|
if (x>=(region.left-border)
|
|
&& x<=(region.right+border)
|
|
&& y>=(region.top-border)
|
|
&& y<=(region.bottom+border))
|
|
return(true);
|
|
return(false);
|
|
}
|
|
|
|
// compact down ignores all other info aside from rect location
|
|
// leads to faster access
|
|
void CRegionList::CompactDown(int size)
|
|
{
|
|
int i;
|
|
int j = 0;
|
|
RECT * compactedRects = new RECT[size];
|
|
bool * compactedValid = new bool[size];
|
|
int * compactedType = new int[size];
|
|
int * compactedBackgroundColorPixels = new int[size];
|
|
ULONG * compactedPixelsFilled = new ULONG[size]; // how many of the pixels in the region were actually selected?
|
|
ULONG * compactedTotalColored = new ULONG[size]; // accumulated color difference indicator
|
|
ULONG * compactedTotalIntensity = new ULONG[size]; // accumulated intensity indicator
|
|
ULONG * compactedTotalEdge = new ULONG[size]; // accumulated edge values
|
|
|
|
//
|
|
// Make sure all of the memory allocations succeeded
|
|
//
|
|
if (compactedRects && compactedValid && compactedType && compactedBackgroundColorPixels && compactedPixelsFilled && compactedTotalColored && compactedTotalIntensity && compactedTotalEdge)
|
|
{
|
|
for (i=0;i<m_numRects;i++)
|
|
{
|
|
if (m_valid[i])
|
|
{
|
|
compactedRects[j]=m_pRects[i];
|
|
compactedValid[j]=true;
|
|
compactedType[j]=m_type[i];
|
|
compactedPixelsFilled[j]=m_pixelsFilled[i];
|
|
compactedTotalColored[j]=m_totalColored[i];
|
|
compactedTotalIntensity[j]=m_totalIntensity[i];
|
|
compactedTotalEdge[j]=m_totalEdge[i];
|
|
compactedBackgroundColorPixels[j]=m_backgroundColorPixels[i];
|
|
j++;
|
|
}
|
|
}
|
|
|
|
// fill out the rest of the list
|
|
for (i=m_validRects;i<size;i++)
|
|
{
|
|
compactedValid[i]=false;
|
|
}
|
|
|
|
delete m_pRects;
|
|
delete m_valid;
|
|
delete m_type;
|
|
delete m_pixelsFilled;
|
|
delete m_totalColored;
|
|
delete m_totalIntensity;
|
|
delete m_totalEdge;
|
|
delete m_backgroundColorPixels;
|
|
|
|
m_pRects=compactedRects;
|
|
m_valid=compactedValid;
|
|
m_type=compactedType;
|
|
m_pixelsFilled=compactedPixelsFilled;
|
|
m_totalColored=compactedTotalColored;
|
|
m_totalIntensity=compactedTotalIntensity;
|
|
m_totalEdge=compactedTotalEdge;
|
|
m_backgroundColorPixels=compactedBackgroundColorPixels;
|
|
|
|
m_numRects=size;
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Otherwise, just release all of the memory we allocated
|
|
//
|
|
delete[] compactedRects;
|
|
delete[] compactedValid;
|
|
delete[] compactedType;
|
|
delete[] compactedBackgroundColorPixels;
|
|
delete[] compactedPixelsFilled;
|
|
delete[] compactedTotalColored;
|
|
delete[] compactedTotalIntensity;
|
|
delete[] compactedTotalEdge;
|
|
}
|
|
// we could delete all of the other region list info right here
|
|
}
|
|
|
|
// dibs are stored upside down from normal screen coords
|
|
// so apps will often want to flip the bitmap first
|
|
void CRegionList::FlipVertically()
|
|
{
|
|
int i;
|
|
int temp;
|
|
for (i=0;i<m_numRects;i++)
|
|
{
|
|
temp=m_nBitmapHeight-m_pRects[i].top-1;
|
|
m_pRects[i].top=m_nBitmapHeight-m_pRects[i].bottom-1;
|
|
m_pRects[i].bottom=temp;
|
|
}
|
|
}
|