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Simba/branches/iomanager/Units/MMLCore/ocr.pas

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{
This file is part of the Mufasa Macro Library (MML)
Copyright (c) 2009 by Raymond van Venetië and Merlijn Wajer
MML is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
MML 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with MML. If not, see <http://www.gnu.org/licenses/>.
See the file COPYING, included in this distribution,
for details about the copyright.
OCR class for the Mufasa Macro Library
}
unit ocr;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, MufasaTypes, bitmaps, math, ocrutil, fontloader,
{Begin To-Remove units. Replace ReadBmp with TMufasaBitmap stuff later.}
graphtype, intfgraphics,graphics;
{End To-Remove unit}
type
TMOCR = class(TObject)
constructor Create(Owner: TObject);
destructor Destroy; override;
function InitTOCR(path: string): boolean;
function GetFonts:TMFonts;
procedure SetFonts(NewFonts: TMFonts);
function getTextPointsIn(sx, sy, w, h: Integer; shadow: boolean;
var _chars, _shadows: T2DPointArray): Boolean;
function GetUpTextAtEx(atX, atY: integer; shadow: boolean): string;
function GetUpTextAt(atX, atY: integer; shadow: boolean): string;
procedure FilterUpTextByColour(bmp: TMufasaBitmap; w,h: integer);
procedure FilterUpTextByCharacteristics(bmp: TMufasaBitmap; w,h: integer);
procedure FilterShadowBitmap(bmp: TMufasaBitmap);
procedure FilterCharsBitmap(bmp: TMufasaBitmap);
{$IFDEF OCRDEBUG}
procedure DebugToBmp(bmp: TMufasaBitmap; hmod,h: integer);
{$ENDIF}
private
Client: TObject;
Fonts: TMFonts;
{$IFDEF OCRDEBUG}
public
debugbmp: TMufasaBitmap;
{$ENDIF}
end;
{$IFDEF OCRDEBUG}
{$IFDEF LINUX}
const OCRDebugPath = '/tmp/';
{$ELSE}
const OCRDebugPath = '';
{$ENDIF}
{$ENDIF}
implementation
uses
colour_conv, client, files, tpa, mufasatypesutil;
const
{ Very rough limits for R, G, B }
ocr_Limit_High = 190;
ocr_Limit_Med = 130;
ocr_Limit_Low = 65;
{ `base' Colours of the Uptext }
{ White }
ocr_White = 16777215;
{ Level < Your Level }
ocr_Green = 65280;
{ Level > Your Level }
ocr_Red = 255;
{ Interact or Level = Your Level }
ocr_Yellow = 65535;
{ Object }
ocr_Blue = 16776960;
{ Item }
ocr_ItemC = 16744447;
{ Shadow }
ocr_Purple = 8388736;
{ Constructor }
constructor TMOCR.Create(Owner: TObject);
var
files: TStringArray;
begin
inherited Create;
Self.Client := Owner;
Self.Fonts := TMFonts.Create;
end;
{ Destructor }
destructor TMOCR.Destroy;
begin
Self.Fonts.Free;
inherited Destroy;
end;
{
InitTOCR loads all fonts in path
We don't do this in the constructor because we may not yet have the path.
}
function TMOCR.InitTOCR(path: string): boolean;
var
dirs: array of string;
i: longint;
dir: string;
begin
// We're going to load all fonts now
Fonts.SetPath(path);
dirs := GetDirectories(path);
for i := 0 to high(dirs) do
begin
Fonts.LoadFont(dirs[i], false);
{$IFDEF FONTDEBUG}
writeln('Loading ' + dirs[i]);
{$ENDIF}
end;
If DirectoryExists(path + 'UpChars') then
Fonts.LoadFont('UpChars', true); // shadow
end;
{ Get the current pointer to our list of Fonts }
function TMOCR.GetFonts:TMFonts;
begin
Exit(Self.Fonts);
end;
{ Set new Fonts. We set it to a Copy of NewFonts }
procedure TMOCR.SetFonts(NewFonts: TMFonts);
begin
Self.Fonts := NewFonts.Copy();
end;
{
Filter UpText by a very rough colour comparison / range check.
We first convert the colour to RGB, and if it falls into the following
defined ranges, it may be part of the uptext. Also get the possible
shadows.
We have large ranges because we rather have extra (fake) pixels than less
uptext pixels... This because we can filter most of the noise out easily.
Non optimised. We can make it use direct data instead of fastgetpixel and
fastsetpixel, but speed isn't really an issue. The entire algorithm is still
fast enough.
}
procedure TMOCR.FilterUpTextByColour(bmp: TMufasaBitmap; w,h: integer);
var
x, y,r, g, b: Integer;
begin
// We're going to filter the bitmap solely on colours first.
// If we found one, we set it to it's `normal' colour.
for y := 0 to bmp.Height - 1 do
for x := 0 to bmp.Width - 1 do
begin
colortorgb(bmp.fastgetpixel(x,y),r,g,b);
// the abs(g-b) < 15 seems to help heaps when taking out crap points
if (r > ocr_Limit_High) and (g > ocr_Limit_High) and (b > ocr_Limit_High)
// 50 or 55. 55 seems to be better.
and (abs(r-g) + abs(r-b) + abs(g-b) < 55) then
// TODO: make 55 a var, and make it so that it can be set
begin
bmp.fastsetpixel(x,y,ocr_White);
continue;
end;
if (r < ocr_Limit_Low) and (g > ocr_Limit_High) and (b > ocr_Limit_High) then
begin
bmp.fastsetpixel(x,y,ocr_Blue);
continue;
end;
if (r < ocr_Limit_Low) and (g > ocr_Limit_High) and (b < ocr_Limit_Low) then
begin
bmp.fastsetpixel(x,y,ocr_Green);
continue;
end;
// false results with fire
if(r > ocr_Limit_High) and (g > 100) and (g < ocr_Limit_High) and (b > 40) and (b < 127) then
begin
bmp.fastsetpixel(x,y,ocr_ItemC);
continue;
end;
if(r > ocr_Limit_High) and (g > ocr_Limit_High) and (b < ocr_Limit_Low) then
begin
bmp.fastsetpixel(x,y,ocr_Yellow);
continue;
end;
// better use g < 40 than ocr_Limit_Low imo
if (r > ocr_Limit_High) and (g < ocr_Limit_Low) and (b < ocr_Limit_Low) then
begin
bmp.fastsetpixel(x,y,ocr_Red);
continue;
end;
if (r > ocr_Limit_High) and (g > ocr_Limit_Low) and (b < ocr_Limit_Low) then
begin
bmp.fastsetpixel(x,y,ocr_Red);
continue;
end;
if (r > ocr_Limit_Med) and (r < (ocr_Limit_High + 10)) and (g > ocr_Limit_Low - 10) and
(b < 20) then
begin
bmp.fastsetpixel(x,y,ocr_Green);
continue;
end;
//shadow
if (r < ocr_Limit_Low) and (g < ocr_Limit_Low) and (b < ocr_Limit_Low) then
begin
bmp.FastSetPixel(x,y, ocr_Purple);
continue;
end;
bmp.fastsetpixel(x,y,0);
end;
// make outline black for shadow characteristics filter
// first and last horiz line = 0
for x := 0 to bmp.width -1 do
bmp.fastsetpixel(x,0,0);
for x := 0 to bmp.width -1 do
bmp.fastsetpixel(x,bmp.height-1,0);
// same for vertical lines
for y := 0 to bmp.Height -1 do
bmp.fastsetpixel(0, y, 0);
for y := 0 to bmp.Height -1 do
bmp.fastsetpixel(bmp.Width-1, y, 0);
end;
{
This filter assumes the previous colour filter has been applied first.
I like to call this the `characteristics' filter because we really only filter
on characteristics.
For the uptext, a few things apply...
First of all:
*** Remove False Shadow ***
if shadow[x,y] then not shadow[x-1,y-1]
If there is a shadow at x,y then there should not be a shadow at x-1, y-1; if
there is one, then shadow[x, y] is not a shadow.
(One could also say, if shadow[x,y] and shadow[x+1,y+1] then shadow[x+1,y+1]
is no shadow; because it essentially means the same. However, a smart mind
will soon see that this algorithm will be a *lot* more efficient if we
start at the right bottom, instead of the left top. Which means we should
work with x-1 and y-1, rather than x+1,y+1
Yeah.... My comments are vague.
)
*** UpText chars identity 1 and 2 ***
if UpTextChar[x,y] then (UpTextChar[x+1,y+1] or shadow[x+1,y+1])
If this is not true, then UpTextChar[x,y] cannot be part of uptext - it
has no shadow, and it doesn't have a `friend' (at x+1,y+1) either.
We don't need to do this from the right bottom to left top.
}
procedure TMOCR.FilterUpTextByCharacteristics(bmp: TMufasaBitmap; w,h: integer);
var
x,y: Integer;
begin
// Filter 2
// This performs a `simple' filter.
// What we are doing here is simple checking that if Colour[x,y] is part
// of the uptext, then so must Colour[x+1,y+1], or Colour[x+1,y+1] is a shadow.
// if it is neither, we can safely remove it.
for y := 0 to bmp.Height - 2 do
for x := 0 to bmp.Width - 2 do
begin
if bmp.fastgetpixel(x,y) = clPurple then
continue;
if bmp.fastgetpixel(x,y) = clBlack then
continue;
if (bmp.fastgetpixel(x,y) <> bmp.fastgetpixel(x+1,y+1)) and (bmp.fastgetpixel(x+1,y+1) <> clpurple) then
bmp.fastsetpixel(x,y,{clAqua}0);
end;
// Remove false shadow
for y := bmp.Height - 1 downto 1 do
for x := bmp.Width - 1 downto 1 do
begin
if bmp.fastgetpixel(x,y) <> clPurple then
continue;
if bmp.fastgetpixel(x,y) = bmp.fastgetpixel(x-1,y-1) then
begin
bmp.fastsetpixel(x,y,clSilver);
continue;
end;
if bmp.fastgetpixel(x-1,y-1) = 0 then
bmp.fastsetpixel(x,y,clSilver);
end;
// Now we do another filter, with uptext chars identity 1 and 2.
for y := bmp.Height - 2 downto 0 do
for x := bmp.Width - 2 downto 0 do
begin
if bmp.fastgetpixel(x,y) = clPurple then
continue;
if bmp.fastgetpixel(x,y) = clBlack then
continue;
// identity 1
if (bmp.fastgetpixel(x,y) = bmp.fastgetpixel(x+1,y+1) ) then
continue;
// identity 2
if bmp.fastgetpixel(x+1,y+1) <> clPurple then
begin
bmp.fastsetpixel(x,y,clOlive);
continue;
end;
// If we make it to here, it means the pixel is part of the uptext.
end;
end;
{$IFDEF OCRDEBUG}
{ Write to our debugbmp }
procedure TMOCR.DebugToBmp(bmp: TMufasaBitmap; hmod, h: integer);
var
x,y: integer;
begin
for y := 0 to bmp.height - 1 do
for x := 0 to bmp.width - 1 do
debugbmp.fastsetpixel(x,y + hmod *h,bmp.fastgetpixel(x,y));
end;
{$ENDIF}
{
Return the shadows of the points in charpoint on bitmap shadowsbmp.
Pseudo:
if shadow[charpoint[i].x+1, charpoint[i].y+1] then addtoResult;
}
function getshadows(shadowsbmp:TMufasaBitmap; charpoint: tpointarray): tpointarray;
var
i,c:integer;
begin
setlength(result,length(charpoint));
c:=0;
for i := 0 to high(charpoint) do
begin
if shadowsbmp.fastgetpixel(charpoint[i].x+1,charpoint[i].y+1) = clPurple then
begin
result[c]:=point(charpoint[i].x+1, charpoint[i].y+1);
inc(c);
end;
end;
setlength(result,c);
end;
{ Remove anything but the shadows on the bitmap (Shadow = clPurple, remember?) }
procedure TMOCR.FilterShadowBitmap(bmp: TMufasaBitmap);
var
x,y:integer;
begin
for y := 0 to bmp.Height - 1 do
for x := 0 to bmp.Width - 1 do
begin
if bmp.fastgetpixel(x,y) <> clPurple then
begin
bmp.FastSetPixel(x,y,0);
continue;
end;
end;
end;
{
Remove all but uptext colours clWhite,clGreen, etc.
See constants above.
This assumes that the bitmap only consists of colour 0, and the other
constants founds above the functionss
}
procedure TMOCR.FilterCharsBitmap(bmp: TMufasaBitmap);
var
x,y: integer;
begin
begin
for y := 0 to bmp.Height - 1 do
for x := 0 to bmp.Width - 1 do
begin
if bmp.fastgetpixel(x,y) = clPurple then
begin
bmp.FastSetPixel(x,y,0);
continue;
end;
if bmp.fastgetpixel(x,y) = clOlive then
begin
bmp.FastSetPixel(x,y,0);
continue;
end;
if bmp.fastgetpixel(x,y) = clSilver then
begin
bmp.FastSetPixel(x,y,0);
continue;
end;
end;
end;
end;
{
This uses the two filters, and performs a split on the bitmap.
A split per character, that is. So we can more easily identify it.
TODO:
*
Remove more noise after we have split, it should be possible to identify
noise; weird positions or boxes compared to the rest, etc.
*
Split each colours seperately, and combine only later, after removing noise.
}
function TMOCR.getTextPointsIn(sx, sy, w, h: Integer; shadow: boolean;
var _chars, _shadows: T2DPointArray): Boolean;
var
bmp, shadowsbmp, charsbmp: TMufasaBitmap;
x,y: integer;
r,g,b: integer;
n: TNormArray;
{$IFDEF OCRDEBUG}
dx,dy: integer;
{$ENDIF}
shadows: T2DPointArray;
helpershadow: TPointArray;
chars: TPointArray;
charscount: integer;
chars_2d, chars_2d_b, finalchars: T2DPointArray;
pc: integer;
bb: Tbox;
begin
bmp := TMufasaBitmap.Create;
{ Increase to create a black horizonal line at the top and at the bottom }
{ This so the crappy algo can do it's work correctly. }
bmp.SetSize(w + 2, h + 2);
// Copy the client to out working bitmap.
bmp.CopyClientToBitmap(TClient(Client).MWindow, False, 1{0},1, sx, sy, sx + w - 1, sy + h - 1);
{$IFDEF OCRSAVEBITMAP}
bmp.SaveToFile(OCRDebugPath + 'ocrinit.bmp');
{$ENDIF}
{$IFDEF OCRDEBUG}
debugbmp := TMufasaBitmap.Create;
debugbmp.SetSize(w + 2, (h + 2) * 7);
{$ENDIF}
{$IFDEF OCRDEBUG}
DebugToBmp(bmp,0,h);
{$ENDIF}
// Filter 1
FilterUpTextByColour(bmp,w,h);
{$IFDEF OCRSAVEBITMAP}
bmp.SaveToFile(OCRDebugPath + 'ocrcol.bmp');
{$ENDIF}
{$IFDEF OCRDEBUG}
DebugToBmp(bmp,1,h);
{$ENDIF}
// Filter 2
FilterUpTextByCharacteristics(bmp,w,h);
{$IFDEF OCRSAVEBITMAP}
bmp.SaveToFile(OCRDebugPath + 'ocrdebug.bmp');
{$ENDIF}
{$IFDEF OCRDEBUG}
DebugToBmp(bmp,2,h);
{$ENDIF}
// create a bitmap with only the shadows on it
shadowsbmp := bmp.copy;
FilterShadowBitmap(shadowsbmp);
{$IFDEF OCRDEBUG}
DebugToBmp(shadowsbmp,3,h);
{$ENDIF}
// create a bitmap with only the chars on it
charsbmp := bmp.copy;
FilterCharsBitmap(charsbmp);
{$IFDEF OCRDEBUG}
DebugToBmp(charsbmp,4,h);
{$ENDIF}
// this gets the chars from the bitmap.
// TODO:
// We should make a different TPA
// for each colour, rather than put them all in one. Noise can be a of a
// differnet colour.
setlength(chars, charsbmp.height * charsbmp.width);
charscount:=0;
for y := 0 to charsbmp.height - 1 do
for x := 0 to charsbmp.width - 1 do
begin
if charsbmp.fastgetpixel(x,y) > 0 then
begin
chars[charscount]:=point(x,y);
inc(charscount);
end;
end;
setlength(chars,charscount);
// split chars
chars_2d := SplitTPAEx(chars,1,charsbmp.height);
SortATPAFrom(chars_2d, point(0,0));
for x := 0 to high(chars_2d) do
begin
pc := random(clWhite);
for y := 0 to high(chars_2d[x]) do
charsbmp.FastSetPixel(chars_2d[x][y].x, chars_2d[x][y].y, pc);
end;
{$IFDEF OCRDEBUG}
DebugToBmp(charsbmp,5,h);
{$ENDIF}
for y := 0 to high(chars_2d) do
begin
bb:=gettpabounds(chars_2d[y]);
if (bb.x2 - bb.x1 > 10) or (length(chars_2d[y]) > 70) then
begin // more than one char
{$IFDEF OCRDEBUG}
if length(chars_2d[y]) > 70 then
writeln('more than one char at y: ' + inttostr(y));
if (bb.x2 - bb.x1 > 10) then
writeln('too wide at y: ' + inttostr(y));
{$ENDIF}
helpershadow:=getshadows(shadowsbmp,chars_2d[y]);
chars_2d_b := splittpaex(helpershadow,2,shadowsbmp.height);
//writeln('chars_2d_b length: ' + inttostr(length(chars_2d_b)));
shadowsbmp.DrawATPA(chars_2d_b);
for x := 0 to high(chars_2d_b) do
begin
setlength(shadows,length(shadows)+1);
shadows[high(shadows)] := ConvTPAArr(chars_2d_b[x]);
end;
end else
if length(chars_2d[y]) < 70 then
begin
setlength(shadows,length(shadows)+1);
shadows[high(shadows)] := getshadows(shadowsbmp, chars_2d[y]);
end;
end;
// sort, split messes with the order of chars
SortATPAFromFirstPoint(chars_2d, point(0,0));
for y := 0 to high(chars_2d) do
begin
if length(chars_2d[y]) > 70 then
continue;
setlength(finalchars,length(finalchars)+1);
finalchars[high(finalchars)] := chars_2d[y];
end;
SortATPAFromFirstPoint(shadows, point(0,0));
for x := 0 to high(shadows) do
begin
pc:=0;
pc := random(clWhite);
//pc := rgbtocolor(integer(round((x+1)*255/length(shadows))), round((x+1)*255/length(shadows)), round((x+1)*255/length(shadows)));
for y := 0 to high(shadows[x]) do
shadowsbmp.FastSetPixel(shadows[x][y].x, shadows[x][y].y, pc);
end;
{$IFDEF OCRDEBUG}
DebugToBmp(shadowsbmp,6,h);
{$ENDIF}
_chars := finalchars;
_shadows := shadows;
bmp.Free;
charsbmp.Free;
shadowsbmp.Free;
end;
{
GetUpTextAtEx combines/uses the functions above.
It will identify each character, and also keep track of the previous
chars' final `x' bounds. If the difference between the .x2 of the previous
character and the .x1 of the current character is bigger than 5, then there
was a space between them. (Add ' ' to result)
}
function TMOCR.GetUpTextAtEx(atX, atY: integer; shadow: boolean): string;
var
n:Tnormarray;
ww, hh,i,j: integer;
font: TocrData;
chars, shadows, thachars: T2DPointArray;
t:Tpointarray;
b,lb:tbox;
lbset: boolean;
begin
result:='';
ww := 400;
hh := 20;
getTextPointsIn(atX, atY, ww, hh, shadow, chars, shadows);
// Get font data for analysis.
if shadow then
begin
font := Fonts.GetFont('UpChars_s');
thachars := shadows;
{$IFDEF OCRDEBUG}
writeln('using shadows');
{$ENDIF}
end
else
begin
font := Fonts.GetFont('UpChars');
thachars := chars;
{$IFDEF OCRDEBUG}
writeln('not using shadows');
{$ENDIF}
end;
lbset:=false;
setlength(n, (font.width+1) * (font.height+1));
for j := 0 to high(thachars) do
begin
for i := 0 to high(n) do
n[i] := 0;
t:= thachars[j];
b:=gettpabounds(t);
if not lbset then
begin
lb:=b;
lbset:=true;
end else
begin
// spacing
if b.x1 - lb.x2 > 5 then
result:=result+' ';
lb:=b;
end;
for i := 0 to high(t) do
t[i] := t[i] - point(b.x1,b.y1);
for i := 0 to high(thachars[j]) do
begin
n[(thachars[j][i].x) + ((thachars[j][i].y) * font.width)] := 1;
end;
result := result + GuessGlyph(n, font);
end;
end;
function TMOCR.GetUpTextAt(atX, atY: integer; shadow: boolean): string;
begin
if shadow then
result := GetUpTextAtEx(atX, atY, true)
else
result := GetUpTextAtEx(atX, atY, false);
end;
end.