// Catalano Imaging Library
// The Catalano Framework
//
// Copyright © Diego Catalano, 2012-2016
// diego.catalano at live.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
//
package Catalano.Imaging.Texture;
import Catalano.Core.IntPoint;
import Catalano.Imaging.FastBitmap;
import Catalano.Imaging.Filters.Convolution;
/**
* Laws Texture Energy Masks works by finding the average gray: Level, Edges, Spots, Ripples, and Waves in the image.
* @author Diego Catalano
*/
public class LawsTextureEnergy{
/**
* Level
*/
public static final int[] Level = {1, 4, 6, 4, 1};
/**
* Edges
*/
public static final int[] Edges = {-1, -2, 0, 2, 1};
/**
* Spots
*/
public static final int[] Spots = {-1, 0, 2, 0, -1};
/**
* Ripples
*/
public static final int[] Ripples = {1, -4, 6, -4, 1};
/**
* Waves
*/
public static final int[] Waves = {-1, 2, 0, -2, 1};
private int[][] mask;
private int[] vector1, vector2;
private FastBitmap fb;
/**
* Initialize a new instance of the LawsTextureEnergy class.
*/
public LawsTextureEnergy() {}
/**
* Initialize a new instance of the LawsTextureEnergy class.
* @param vector1 Vector1.
* @param vector2 Vector2.
*/
public LawsTextureEnergy(int[] vector1, int[] vector2) {
this.vector1 = vector1;
this.vector2 = vector2;
}
/**
* Initialize a new instance of the LawsTextureEnergy class.
* @param mask Mask.
*/
public LawsTextureEnergy(int[][] mask) {
this.mask = mask;
}
/**
* Get vector1.
* @return Vector1.
*/
public int[] getVector1() {
return vector1;
}
/**
* Set vector1.
* @param vector1 Vector1.
*/
public void setVector1(int[] vector1) {
this.vector1 = vector1;
}
/**
* Get vector2.
* @return Vector2.
*/
public int[] getVector2() {
return vector2;
}
/**
* Set vector2.
* @param vector2 Vector2.
*/
public void setVector2(int[] vector2) {
this.vector2 = vector2;
}
/**
* Process image to produce the texture filtered images.
* @param fastBitmap Image to be processed.
*/
public void ProcessImage(FastBitmap fastBitmap) {
if (fastBitmap.isGrayscale()){
this.fb = fastBitmap;
mask = CreateMask(vector1, vector2);
Convolution c = new Convolution(mask);
c.applyInPlace(fb);
}
}
/**
* Returns image processed.
* @return Image processed.
*/
public FastBitmap toFastBitmap(){
return fb;
}
/**
* Compute texture energy map. (Entire image)
* @return Texture energy map.
*/
public long getTextureEnergyMap(){
int width = fb.getWidth();
int height = fb.getHeight();
long energy = 0;
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
energy += fb.getGray(i, j);
}
}
return energy;
}
/**
* Compute texture energy map.
* @param x X axis coordinate.
* @param y Y axis coordinate.
* @param width Width.
* @param height Height.
* @return Texture energy map.
*/
public long getTextureEnergyMap(int x, int y, int width, int height){
long energy = 0;
for (int i = x; i < i + height; i++) {
for (int j = y; j < j + width; j++) {
energy += fb.getGray(i, j);
}
}
return energy;
}
/**
* Compute texture energy map.
* @param point Point contains X and Y axis coordinates.
* @param width Width.
* @param height Height.
* @return Texture energy map.
*/
public long getTextureEnergyMap(IntPoint point, int width, int height){
return getTextureEnergyMap(point.x, point.y, width, height);
}
/**
* Create mask based in vectors.
* @param vector1 Vector1.
* @param vector2 Vector2.
* @return Mask.
*/
private int[][] CreateMask(int[] vector1, int[] vector2){
mask = new int[vector1.length][vector2.length];
for (int i = 0; i < vector1.length; i++) {
for (int j = 0; j < vector2.length; j++) {
mask[i][j] = vector1[i] * vector2[j];
}
}
return mask;
}
}
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