/// <summary>
        /// Initialize the container based on Texture2D source, and does some conversions if required.
        /// </summary>
        /// <param name="source">Source.</param>
        /// <param name="convertToPureBW">If set to <c>true</c> convert to pure B&W </param>
        /// <param name="doBradleyTreshold">If set to <c>true</c> do bradley treshold [binarize].</param>
        public DrawableTextureContainer(Texture2D source, bool convertToPureBW, bool doBradleyTreshold)
        {
            width     = source.width;
            height    = source.height;
            dirtyArea = new TextureRegion();
            isDirty   = false;
            texture   = new Texture2D(width, height, DrawableTextureContainer.TextureFormatUsed(), false);
            texture.SetPixels32(source.GetPixels32());
            texture.Apply();
            pixels = new Color32[width * height];
            pixels = source.GetPixels32();

            offsetTable = new int[height];
            for (int i = 0; i < height; i++)
            {
                offsetTable [i] = i * width;
            }
            if (convertToPureBW)
            {
                if (doBradleyTreshold)
                {
                    BradleyLocalTreshold();
                }
                else
                {
                    ConvertToPureBW(0.5f);
                }
            }
        }
예제 #2
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 /// <summary>
 /// Initializes a new instance of the <see cref="pl.ayground.IntegralImage"/> class.
 /// </summary>
 /// <param name="container">DrawableContainer to use as a base</param>
 public IntegralImage(DrawableTextureContainer container)
 {
     width  = container.getWidth();
     height = container.getHeight();
     image  = new float[width + 1, height + 1];
     for (int y = 1; y < height + 1; y++)
     {
         float rowSum = 0;
         for (int x = 1; x < width + 1; x++)
         {
             rowSum      += container.getGrayFloat(x - 1, y - 1);
             image [x, y] = rowSum + image [x, y - 1];
         }
     }
 }
예제 #3
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        /// <summary>
        /// FloodFill function for the image.
        /// </summary>
        /// <returns><c>true</c>, if image was filled, <c>false</c> otherwise.</returns>
        /// <param name="x">The x coordinate.</param>
        /// <param name="y">The y coordinate.</param>
        /// <param name="image">Image</param>
        /// <param name="color">Color</param>
        /// <param name="drawOnBlack">If set to <c>true</c> draw on black. This is used to avoid painting on black lines and destroying the image</param>
        public bool fillImageWithContainer(int x, int y, DrawableTextureContainer image, Color32 color, bool drawOnBlack)
        {
            int width  = image.getWidth();
            int height = image.getHeight();

            if (x < 0 || x > width)
            {
                return(false);
            }
            if (y < 0 || y >= height)
            {
                return(false);
            }
            Color32 targetColor = image.pixels [x + image.offsetTable [y]];

            if (compare(targetColor, color))
            {
                return(false);                // No coloring if the target is already using valid color
            }
            if (compare(targetColor, DrawableTextureContainer.BLACK))
            {
                if (!drawOnBlack)
                {
                    return(false);                    // No coloring in case you do not want to paint on BLACK and the pixel you targeted is BLACK
                }
            }

            int count          = 0;
            Queue <imgPixel> q = new Queue <imgPixel> ();

            q.Enqueue(new imgPixel(x, y));
            do
            {
                if (count++ > DrawableTextureContainer.COLORING_FAILSAFE_LIMIT)
                {
                    break;
                }
                // Take the next pixel from coloring queue
                imgPixel n = q.Dequeue();
                // Proceed if the pixel in queue is in color that requires change (target color)
                if (compare(image.pixels [n.x + image.offsetTable [n.y]], targetColor))
                {
                    // In THREE simple steps.

                    //1. Color it.
                    image.pixels [n.x + image.offsetTable [n.y]] = color;
                    // This two below are helper values that track if I need to color the line above and below my current target pixel.
                    bool InitialBottomAddRequired = true;
                    bool InitialTopAddRequired    = true;
                    // Add the pixels above and below current pixel to the queue if its required.
                    if (n.y + 1 < height)
                    {
                        if (compare(image.pixels [n.x + image.offsetTable [n.y + 1]], targetColor))
                        {
                            q.Enqueue(new imgPixel(n.x, n.y + 1));
                            // Now it will not be required to add them in next loop
                            InitialBottomAddRequired = false;
                        }
                    }
                    if (n.y - 1 > 0)
                    {
                        if (compare(image.pixels [n.x + image.offsetTable [n.y - 1]], targetColor))
                        {
                            q.Enqueue(new imgPixel(n.x, n.y - 1));
                            // Now it will not be required to add them in next loop
                            InitialTopAddRequired = false;
                        }
                    }


                    // 2. Coloring To the Left
                    int  tmpX              = n.x - 1;
                    bool addTopRequired    = InitialTopAddRequired;
                    bool addBottomRequired = InitialBottomAddRequired;
                    while (tmpX >= 0)
                    {
                        if (compare(image.pixels [tmpX + image.offsetTable [n.y]], targetColor))
                        {
                            image.pixels [tmpX + image.offsetTable [n.y]] = color;                             // Here the real color change happens.
                            if (n.y > 0)
                            {
                                if (compare(image.pixels [tmpX + image.offsetTable [n.y - 1]], targetColor))
                                {
                                    if (addTopRequired)
                                    {
                                        // I add the pixel above to the coloring queue if thats required
                                        q.Enqueue(new imgPixel(tmpX, n.y - 1));
                                        addTopRequired = false;
                                    }
                                }
                                else
                                {
                                    // when I reach a pixel above that is not in TargetColor I do need to take note of that so I add the Top pixel again when valid
                                    addTopRequired = true;
                                }
                            }
                            if (n.y < height - 1)                               // same logic for bottom pixels
                            {
                                if (compare(image.pixels [tmpX + image.offsetTable [n.y + 1]], targetColor))
                                {
                                    if (addBottomRequired)
                                    {
                                        q.Enqueue(new imgPixel(tmpX, n.y + 1));
                                        addBottomRequired = false;
                                    }
                                }
                                else
                                {
                                    addBottomRequired = true;
                                }
                            }
                            tmpX--;
                        }
                        else
                        {
                            break;
                        }
                    }
                    //3 Coloring to the right now - same logic as to the left
                    tmpX = n.x + 1;
                    // seting the top/bottom requirements
                    addTopRequired    = InitialTopAddRequired;
                    addBottomRequired = InitialBottomAddRequired;
                    while (tmpX < width)
                    {
                        if (compare(image.pixels [tmpX + image.offsetTable [n.y]], targetColor))
                        {
                            image.pixels [tmpX + image.offsetTable [n.y]] = color;
                            if (n.y > 0)
                            {
                                if (compare(image.pixels [tmpX + image.offsetTable [n.y - 1]], targetColor))
                                {
                                    if (addTopRequired)
                                    {
                                        q.Enqueue(new imgPixel(tmpX, n.y - 1));
                                        addTopRequired = false;
                                    }
                                }
                                else
                                {
                                    addTopRequired = true;
                                }
                            }
                            if (n.y < height - 1)
                            {
                                if (compare(image.pixels [tmpX + image.offsetTable [n.y + 1]], targetColor))
                                {
                                    if (addBottomRequired)
                                    {
                                        q.Enqueue(new imgPixel(tmpX, n.y + 1));
                                        addBottomRequired = false;
                                    }
                                }
                                else
                                {
                                    addBottomRequired = true;
                                }
                            }
                            tmpX++;
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            } while (q.Count > 0);
            // Mark the whole image as dirty - could be further optimized to track the real DirtyArea (but will need processing time for tracking the DirtyArea Growth, not doing it right not).
            image.MarkFullAsDirty();
            return(true);
        }