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aistudio-wpf-diagram/Others/zxing.core/zxing.core/RGBLuminanceSource.cs
2023-04-16 20:11:40 +08:00

380 lines
16 KiB
C#

/*
* Copyright 2012 ZXing.Net authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
namespace ZXing
{
/// <summary>
/// Luminance source class which support different formats of images.
/// </summary>
public partial class RGBLuminanceSource : BaseLuminanceSource
{
/// <summary>
/// enumeration of supported bitmap format which the RGBLuminanceSource can process
/// </summary>
public enum BitmapFormat
{
/// <summary>
/// format of the byte[] isn't known. RGBLuminanceSource tries to determine the best possible value
/// </summary>
Unknown,
/// <summary>
/// grayscale array, the byte array is a luminance array with 1 byte per pixel
/// </summary>
Gray8,
/// <summary>
/// grayscale array, the byte array is a luminance array with 2 bytes per pixel
/// </summary>
Gray16,
/// <summary>
/// 3 bytes per pixel with the channels red, green and blue
/// </summary>
RGB24,
/// <summary>
/// 4 bytes per pixel with the channels red, green and blue
/// </summary>
RGB32,
/// <summary>
/// 4 bytes per pixel with the channels alpha, red, green and blue
/// </summary>
ARGB32,
/// <summary>
/// 3 bytes per pixel with the channels blue, green and red
/// </summary>
BGR24,
/// <summary>
/// 4 bytes per pixel with the channels blue, green and red
/// </summary>
BGR32,
/// <summary>
/// 4 bytes per pixel with the channels blue, green, red and alpha
/// </summary>
BGRA32,
/// <summary>
/// 2 bytes per pixel, 5 bit red, 6 bits green and 5 bits blue
/// </summary>
RGB565,
/// <summary>
/// 4 bytes per pixel with the channels red, green, blue and alpha
/// </summary>
RGBA32,
/// <summary>
/// 4 bytes for two pixels, UYVY formatted
/// </summary>
UYVY,
/// <summary>
/// 4 bytes for two pixels, YUYV formatted
/// </summary>
YUYV
}
/// <summary>
/// Initializes a new instance of the <see cref="RGBLuminanceSource"/> class.
/// </summary>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
protected RGBLuminanceSource(int width, int height)
: base(width, height)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="RGBLuminanceSource"/> class.
/// It supports a byte array with 3 bytes per pixel (RGB24).
/// </summary>
/// <param name="rgbRawBytes">The RGB raw bytes.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
public RGBLuminanceSource(byte[] rgbRawBytes, int width, int height)
: this(rgbRawBytes, width, height, BitmapFormat.RGB24)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="RGBLuminanceSource"/> class.
/// It supports a byte array with 1 byte per pixel (Gray8).
/// That means the whole array consists of the luminance values (grayscale).
/// </summary>
/// <param name="luminanceArray">The luminance array.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="is8Bit">if set to <c>true</c> [is8 bit].</param>
[Obsolete("Use RGBLuminanceSource(luminanceArray, width, height, BitmapFormat.Gray8)")]
public RGBLuminanceSource(byte[] luminanceArray, int width, int height, bool is8Bit)
: this(luminanceArray, width, height, BitmapFormat.Gray8)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="RGBLuminanceSource"/> class.
/// It supports a byte array with 3 bytes per pixel (RGB24).
/// </summary>
/// <param name="rgbRawBytes">The RGB raw bytes.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitmapFormat">The bitmap format.</param>
public RGBLuminanceSource(byte[] rgbRawBytes, int width, int height, BitmapFormat bitmapFormat)
: base(width, height)
{
CalculateLuminance(rgbRawBytes, bitmapFormat);
}
/// <summary>
/// Should create a new luminance source with the right class type.
/// The method is used in methods crop and rotate.
/// </summary>
/// <param name="newLuminances">The new luminances.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <returns></returns>
protected override LuminanceSource CreateLuminanceSource(byte[] newLuminances, int width, int height)
{
return new RGBLuminanceSource(width, height) { luminances = newLuminances };
}
private static BitmapFormat DetermineBitmapFormat(byte[] rgbRawBytes, int width, int height)
{
var square = width * height;
var byteperpixel = rgbRawBytes.Length / square;
switch (byteperpixel)
{
case 1:
return BitmapFormat.Gray8;
case 2:
return BitmapFormat.RGB565;
case 3:
return BitmapFormat.RGB24;
case 4:
return BitmapFormat.RGB32;
default:
throw new ArgumentException("The bitmap format could not be determined. Please specify the correct value.");
}
}
/// <summary>
/// calculates the luminance values for the given byte array and bitmap format
/// </summary>
/// <param name="rgbRawBytes"></param>
/// <param name="bitmapFormat"></param>
protected void CalculateLuminance(byte[] rgbRawBytes, BitmapFormat bitmapFormat)
{
if (bitmapFormat == BitmapFormat.Unknown)
{
bitmapFormat = DetermineBitmapFormat(rgbRawBytes, Width, Height);
}
switch (bitmapFormat)
{
case BitmapFormat.Gray8:
Buffer.BlockCopy(rgbRawBytes, 0, luminances, 0, rgbRawBytes.Length < luminances.Length ? rgbRawBytes.Length : luminances.Length);
break;
case BitmapFormat.Gray16:
CalculateLuminanceGray16(rgbRawBytes);
break;
case BitmapFormat.RGB24:
CalculateLuminanceRGB24(rgbRawBytes);
break;
case BitmapFormat.BGR24:
CalculateLuminanceBGR24(rgbRawBytes);
break;
case BitmapFormat.RGB32:
CalculateLuminanceRGB32(rgbRawBytes);
break;
case BitmapFormat.BGR32:
CalculateLuminanceBGR32(rgbRawBytes);
break;
case BitmapFormat.RGBA32:
CalculateLuminanceRGBA32(rgbRawBytes);
break;
case BitmapFormat.ARGB32:
CalculateLuminanceARGB32(rgbRawBytes);
break;
case BitmapFormat.BGRA32:
CalculateLuminanceBGRA32(rgbRawBytes);
break;
case BitmapFormat.RGB565:
CalculateLuminanceRGB565(rgbRawBytes);
break;
case BitmapFormat.UYVY:
CalculateLuminanceUYVY(rgbRawBytes);
break;
case BitmapFormat.YUYV:
CalculateLuminanceYUYV(rgbRawBytes);
break;
default:
throw new ArgumentException("The bitmap format isn't supported.", bitmapFormat.ToString());
}
}
private void CalculateLuminanceRGB565(byte[] rgb565RawData)
{
var luminanceIndex = 0;
for (var index = 0; index < rgb565RawData.Length && luminanceIndex < luminances.Length; index += 2, luminanceIndex++)
{
var byte1 = rgb565RawData[index];
var byte2 = rgb565RawData[index + 1];
var b5 = byte1 & 0x1F;
var g5 = (((byte1 & 0xE0) >> 5) | ((byte2 & 0x03) << 3)) & 0x1F;
var r5 = (byte2 >> 2) & 0x1F;
var r8 = (r5 * 527 + 23) >> 6;
var g8 = (g5 * 527 + 23) >> 6;
var b8 = (b5 * 527 + 23) >> 6;
// cheap, not fully accurate conversion
//var pixel = (byte2 << 8) | byte1;
//b8 = (((pixel) & 0x001F) << 3);
//g8 = (((pixel) & 0x07E0) >> 2) & 0xFF;
//r8 = (((pixel) & 0xF800) >> 8);
luminances[luminanceIndex] = (byte)((RChannelWeight * r8 + GChannelWeight * g8 + BChannelWeight * b8) >> ChannelWeight);
}
}
private void CalculateLuminanceRGB24(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
int r = rgbRawBytes[rgbIndex++];
int g = rgbRawBytes[rgbIndex++];
int b = rgbRawBytes[rgbIndex++];
luminances[luminanceIndex] = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
}
}
private void CalculateLuminanceBGR24(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
int b = rgbRawBytes[rgbIndex++];
int g = rgbRawBytes[rgbIndex++];
int r = rgbRawBytes[rgbIndex++];
luminances[luminanceIndex] = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
}
}
private void CalculateLuminanceRGB32(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
int r = rgbRawBytes[rgbIndex++];
int g = rgbRawBytes[rgbIndex++];
int b = rgbRawBytes[rgbIndex++];
rgbIndex++;
luminances[luminanceIndex] = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
}
}
private void CalculateLuminanceBGR32(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
int b = rgbRawBytes[rgbIndex++];
int g = rgbRawBytes[rgbIndex++];
int r = rgbRawBytes[rgbIndex++];
rgbIndex++;
luminances[luminanceIndex] = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
}
}
private void CalculateLuminanceBGRA32(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
var b = rgbRawBytes[rgbIndex++];
var g = rgbRawBytes[rgbIndex++];
var r = rgbRawBytes[rgbIndex++];
var alpha = rgbRawBytes[rgbIndex++];
var luminance = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
luminances[luminanceIndex] = (byte)(((luminance * alpha) >> 8) + (255 * (255 - alpha) >> 8));
}
}
private void CalculateLuminanceRGBA32(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
var r = rgbRawBytes[rgbIndex++];
var g = rgbRawBytes[rgbIndex++];
var b = rgbRawBytes[rgbIndex++];
var alpha = rgbRawBytes[rgbIndex++];
var luminance = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
luminances[luminanceIndex] = (byte)(((luminance * alpha) >> 8) + (255 * (255 - alpha) >> 8));
}
}
private void CalculateLuminanceARGB32(byte[] rgbRawBytes)
{
for (int rgbIndex = 0, luminanceIndex = 0; rgbIndex < rgbRawBytes.Length && luminanceIndex < luminances.Length; luminanceIndex++)
{
// Calculate luminance cheaply, favoring green.
var alpha = rgbRawBytes[rgbIndex++];
var r = rgbRawBytes[rgbIndex++];
var g = rgbRawBytes[rgbIndex++];
var b = rgbRawBytes[rgbIndex++];
var luminance = (byte)((RChannelWeight * r + GChannelWeight * g + BChannelWeight * b) >> ChannelWeight);
luminances[luminanceIndex] = (byte)(((luminance * alpha) >> 8) + (255 * (255 - alpha) >> 8));
}
}
private void CalculateLuminanceUYVY(byte[] uyvyRawBytes)
{
// start by 1, jump over first U byte
for (int uyvyIndex = 1, luminanceIndex = 0; uyvyIndex < uyvyRawBytes.Length - 3 && luminanceIndex < luminances.Length;)
{
byte y1 = uyvyRawBytes[uyvyIndex];
uyvyIndex += 2; // jump from 1 to 3 (from Y1 over to Y2)
byte y2 = uyvyRawBytes[uyvyIndex];
uyvyIndex += 2; // jump from 3 to 5
luminances[luminanceIndex++] = y1;
luminances[luminanceIndex++] = y2;
}
}
private void CalculateLuminanceYUYV(byte[] yuyvRawBytes)
{
// start by 0 not by 1 like UYUV
for (int yuyvIndex = 0, luminanceIndex = 0; yuyvIndex < yuyvRawBytes.Length - 3 && luminanceIndex < luminances.Length;)
{
byte y1 = yuyvRawBytes[yuyvIndex];
yuyvIndex += 2; // jump from 0 to 2 (from Y1 over over to Y2)
byte y2 = yuyvRawBytes[yuyvIndex];
yuyvIndex += 2; // jump from 2 to 4
luminances[luminanceIndex++] = y1;
luminances[luminanceIndex++] = y2;
}
}
private void CalculateLuminanceGray16(byte[] gray16RawBytes)
{
for (int grayIndex = 0, luminanceIndex = 0; grayIndex < gray16RawBytes.Length && luminanceIndex < luminances.Length; grayIndex += 2, luminanceIndex++)
{
byte gray8 = gray16RawBytes[grayIndex];
luminances[luminanceIndex] = gray8;
}
}
}
}