#include "qalgorithm.h"
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
QAlgorithm::QAlgorithm()
{
}
Mat QAlgorithm::ImageAlgorithm(Mat &src)
{
// 组装数据
int w1 = src.cols;
int h = src.rows;
int samplecount = w1*h;
int dims = src.channels();
Mat points(samplecount, dims, CV_32F, Scalar(10));
int index1 = 0;
for (int row = 0; row < h; row++) {
for (int col = 0; col < w1; col++) {
index1 = row*w1 + col;
Vec3b bgr = src.at<Vec3b>(row, col);
points.at<float>(index1, 0) = static_cast<int>(bgr[0]);
points.at<float>(index1, 1) = static_cast<int>(bgr[1]);
points.at<float>(index1, 2) = static_cast<int>(bgr[2]);
}
}
// 运行KMeans
int numCluster = 4;
TermCriteria criteria = TermCriteria(TermCriteria::EPS + TermCriteria::COUNT, 10, 0.1);
kmeans(points, numCluster, labels, criteria, 3, KMEANS_PP_CENTERS, centers);
//我觉得没有必要用这个,毕竟这个的价值只是为了找到背景的标记罢了,
//用那么多的时间换取这个,成本太大而收益太低了
//去背景+遮罩生成
Mat mask = Mat::zeros(src.size(), CV_8UC1);
int index = src.rows * 2 + 2;
int cindex = labels.at<int>(index, 0);
int height = src.rows;
int width = src.cols;
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
index = row*width + col;
int label = labels.at<int>(index, 0);
if (label == cindex) {
mask.at<uchar>(row, col) = 0;
}
else {
mask.at<uchar>(row, col) = 255;
}
}
}
//imshow("mask", mask);
// 腐蚀 + 高斯模糊
Mat mask_morph, mask_blur;
Mat k = getStructuringElement(MORPH_RECT, Size(7, 7), Point(-1, -1));
erode(mask, mask_morph, k); //腐蚀操作后的图像白色边界少了一个边界像素,是全部的轮廓边界
//imshow("erode-mask", mask);
//更新一个骚操作,以前不知道,原来3X3的内核去掉的是广义上的一个边界像素,5X5去掉的是两个边界像素,真香哈哈哈~
GaussianBlur(mask_morph, mask_blur, Size(3, 3), 0, 0);
//imshow("Blur Mask", mask); //使得边界高斯模糊了原本的0跟255变成0,64,191,255
/*
为什么要进行这步操作呢?
1.羽化边界,先通过形态学腐蚀,为了是轮廓边界在”腐蚀 + 高斯模糊“ 操作后,轮廓边缘的像素保持不变
高斯模糊的原因在于将原本的0跟255的像素变成0,64,191,255,使得边界不会发生突变,可以起到羽化的作用
*/
// 通道混合
RNG rng(12345);
Vec3b color;
uchar t_r = mcolor.red();
uchar t_g = mcolor.green();
uchar t_b = mcolor.blue();
color[0] = t_r;//rng.uniform(0, 255);
color[1] = t_g; // rng.uniform(0, 255);
color[2] = t_b;// rng.uniform(0, 255);
Mat result(src.size(), src.type());
double w = 0.0;
int b = 0, g = 0, r = 0;
int b1 = 0, g1 = 0, r1 = 0;
int b2 = 0, g2 = 0, r2 = 0;
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
int m = mask_blur.at<uchar>(row, col);
if (m == 255) {
result.at<Vec3b>(row, col) = src.at<Vec3b>(row, col); // 前景
}
else if (m == 0) {
result.at<Vec3b>(row, col) = color; // 背景
} else {
w = m / 255.0;
b1 = src.at<Vec3b>(row, col)[0];
g1 = src.at<Vec3b>(row, col)[1];
r1 = src.at<Vec3b>(row, col)[2];
b2 = color[0];
g2 = color[1];
r2 = color[2];
b = b1*w + b2*(1.0 - w);
g = g1*w + g2*(1.0 - w);
r = r1*w + r2*(1.0 - w);
result.at<Vec3b>(row, col)[0] = b;
result.at<Vec3b>(row, col)[1] = g;
result.at<Vec3b>(row, col)[2] = r;
}
}
}
return result;
}
void QAlgorithm::setColor(QColor pcolor)
{
mcolor = pcolor;
}