remove watermarks but sucks

This commit is contained in:
Julian Freeman
2026-01-19 09:21:38 -04:00
parent 713f0885dc
commit 2a468518af
3 changed files with 330 additions and 50 deletions

View File

@@ -455,31 +455,101 @@ async fn detect_watermark(path: String) -> Result<DetectionResult, String> {
let (width, height) = img.dimensions();
let gray = img.to_luma8();
// Heuristic:
// 1. Scan Top 20% and Bottom 20%
// 2. Look for high brightness pixels (> 230)
// 3. Grid based clustering
// "Stroke Detection" Algorithm
// Distinguishes "Text" (Thin White Strokes) from "Solid White Areas" (Walls, Sky)
// Logic: A white text pixel must be "sandwiched" by dark pixels within a short distance.
let cell_size = 10;
let grid_w = (width + cell_size - 1) / cell_size;
let grid_h = (height + cell_size - 1) / cell_size;
let mut grid = vec![false; (grid_w * grid_h) as usize];
let top_limit = (height as f64 * 0.2) as u32;
let bottom_start = (height as f64 * 0.8) as u32;
// Focus Areas: Top 15%, Bottom 25%
let top_limit = (height as f64 * 0.15) as u32;
let bottom_start = (height as f64 * 0.75) as u32;
let max_stroke_width = 15; // Max pixels for a text stroke thickness
let contrast_threshold = 40; // How much darker the background must be
let brightness_threshold = 200; // Text must be at least this white
for y in 0..height {
// Skip middle section
if y > top_limit && y < bottom_start {
continue;
}
for y in 1..height-1 {
if y > top_limit && y < bottom_start { continue; }
for x in 0..width {
let p = gray.get_pixel(x, y);
if p[0] > 230 { // High brightness threshold
// Check local contrast/edges?
// For now, simple brightness is a good proxy for "white text"
// Mark grid cell
for x in 1..width-1 {
let p = gray.get_pixel(x, y)[0];
// 1. Must be Bright
if p < brightness_threshold { continue; }
// 2. Stroke Check
// We check for "Vertical Stroke" (Dark - Bright - Dark vertically)
// OR "Horizontal Stroke" (Dark - Bright - Dark horizontally)
let mut is_stroke = false;
// Check Horizontal Stroke (Vertical boundaries? No, Vertical Stroke has Left/Right boundaries?
// Terminology: "Vertical Stroke" is like 'I'. It has Left/Right boundaries.
// "Horizontal Stroke" is like '-', It has Up/Down boundaries.
// Let's check Left/Right boundaries (Vertical Stroke)
let mut left_bound = false;
let mut right_bound = false;
// Search Left
for k in 1..=max_stroke_width {
if x < k { break; }
let neighbor = gray.get_pixel(x - k, y)[0];
if p > neighbor && (p - neighbor) > contrast_threshold {
left_bound = true;
break;
}
}
// Search Right
if left_bound {
for k in 1..=max_stroke_width {
if x + k >= width { break; }
let neighbor = gray.get_pixel(x + k, y)[0];
if p > neighbor && (p - neighbor) > contrast_threshold {
right_bound = true;
break;
}
}
}
if left_bound && right_bound {
is_stroke = true;
} else {
// Check Up/Down boundaries (Horizontal Stroke)
let mut up_bound = false;
let mut down_bound = false;
// Search Up
for k in 1..=max_stroke_width {
if y < k { break; }
let neighbor = gray.get_pixel(x, y - k)[0];
if p > neighbor && (p - neighbor) > contrast_threshold {
up_bound = true;
break;
}
}
// Search Down
if up_bound {
for k in 1..=max_stroke_width {
if y + k >= height { break; }
let neighbor = gray.get_pixel(x, y + k)[0];
if p > neighbor && (p - neighbor) > contrast_threshold {
down_bound = true;
break;
}
}
}
if up_bound && down_bound {
is_stroke = true;
}
}
if is_stroke {
let gx = x / cell_size;
let gy = y / cell_size;
grid[(gy * grid_w + gx) as usize] = true;
@@ -496,9 +566,6 @@ async fn detect_watermark(path: String) -> Result<DetectionResult, String> {
let idx = (gy * grid_w + gx) as usize;
if grid[idx] && !visited[idx] {
// Start a new component
// Simple Flood Fill or just greedy expansion
// Let's do a simple greedy expansion for rectangles
let mut min_gx = gx;
let mut max_gx = gx;
let mut min_gy = gy;
@@ -550,11 +617,178 @@ async fn detect_watermark(path: String) -> Result<DetectionResult, String> {
Ok(DetectionResult { rects })
}
#[derive(serde::Deserialize)]
struct StrokePoint {
x: f64,
y: f64,
}
#[derive(serde::Deserialize)]
struct StrokeRect {
x: f64,
y: f64,
w: f64,
h: f64,
}
#[derive(serde::Deserialize)]
#[serde(tag = "type")]
enum MaskStroke {
#[serde(rename = "path")]
Path {
points: Vec<StrokePoint>,
width: f64,
},
#[serde(rename = "rect")]
Rect {
rect: StrokeRect,
},
}
#[tauri::command]
async fn run_inpainting(path: String, strokes: Vec<MaskStroke>) -> Result<String, String> {
let img = image::open(&path).map_err(|e| e.to_string())?.to_rgba8();
let (width, height) = img.dimensions();
// 1. Create Mask
let mut mask = vec![false; (width * height) as usize];
for stroke in strokes {
match stroke {
MaskStroke::Rect { rect } => {
let x1 = (rect.x * width as f64) as i32;
let y1 = (rect.y * height as f64) as i32;
let w = (rect.w * width as f64) as i32;
let h = (rect.h * height as f64) as i32;
for y in y1..(y1 + h) {
for x in x1..(x1 + w) {
if x >= 0 && x < width as i32 && y >= 0 && y < height as i32 {
mask[(y as u32 * width + x as u32) as usize] = true;
}
}
}
},
MaskStroke::Path { points, width: stroke_w_pct } => {
if points.is_empty() { continue; }
let r = (stroke_w_pct * width as f64 / 2.0).ceil() as i32;
let r2 = r * r;
for i in 0..points.len() - 1 {
let p1 = &points[i];
let p2 = &points[i+1];
let x1 = p1.x * width as f64;
let y1 = p1.y * height as f64;
let x2 = p2.x * width as f64;
let y2 = p2.y * height as f64;
// Simple line interpolation
let dist = ((x2-x1).powi(2) + (y2-y1).powi(2)).sqrt();
let steps = dist.max(1.0) as i32;
for s in 0..=steps {
let t = s as f64 / steps as f64;
let cx = (x1 + (x2 - x1) * t) as i32;
let cy = (y1 + (y2 - y1) * t) as i32;
// Draw circle at cx, cy
for dy in -r..=r {
for dx in -r..=r {
if dx*dx + dy*dy <= r2 {
let nx = cx + dx;
let ny = cy + dy;
if nx >= 0 && nx < width as i32 && ny >= 0 && ny < height as i32 {
mask[(ny as u32 * width + nx as u32) as usize] = true;
}
}
}
}
}
}
}
}
}
// 2. Diffusion Inpainting (Simple)
// Iteratively replace masked pixels with average of non-masked neighbors
// To make it converge, we update 'mask' as we go (treating filled pixels as valid source)
// But standard diffusion uses double buffering.
// For "Removing Text", simple inward filling works well.
let iterations = 30;
let mut current_img = img.clone();
let mut next_img = img.clone();
// Convert mask to a distance map-like state?
// Or just simple neighbor average.
for _ in 0..iterations {
let mut changed = false;
for y in 0..height {
for x in 0..width {
let idx = (y * width + x) as usize;
if mask[idx] {
// It's a hole. Find valid neighbors.
// Valid = Not in ORIGINAL mask (so we pull from original image)
// OR processed in previous iteration?
// Simple logic: Pull from 'current_img'.
let mut sum_r = 0u32;
let mut sum_g = 0u32;
let mut sum_b = 0u32;
let mut count = 0;
// Check 4 neighbors
let neighbors = [
(x.wrapping_sub(1), y), (x + 1, y),
(x, y.wrapping_sub(1)), (x, y + 1)
];
for (nx, ny) in neighbors {
if nx < width && ny < height {
// Weighted check: If neighbor is ALSO masked, it contributes less?
// Or just take everything.
let pixel = current_img.get_pixel(nx, ny);
sum_r += pixel[0] as u32;
sum_g += pixel[1] as u32;
sum_b += pixel[2] as u32;
count += 1;
}
}
if count > 0 {
let avg = image::Rgba([
(sum_r / count) as u8,
(sum_g / count) as u8,
(sum_b / count) as u8,
255
]);
next_img.put_pixel(x, y, avg);
changed = true;
}
}
}
}
current_img = next_img.clone();
if !changed { break; }
}
// Save to temp
let cache_dir = get_cache_dir();
let file_name = format!("inpainted_{}.png", std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_millis());
let out_path = cache_dir.join(file_name);
current_img.save(&out_path).map_err(|e| e.to_string())?;
Ok(out_path.to_string_lossy().to_string())
}
#[cfg_attr(mobile, tauri::mobile_entry_point)]
pub fn run() {
tauri::Builder::default()
.plugin(tauri_plugin_dialog::init())
.invoke_handler(tauri::generate_handler![scan_dir, get_zca_suggestion, export_batch, detect_watermark, layout_watermark])
.invoke_handler(tauri::generate_handler![scan_dir, get_zca_suggestion, export_batch, detect_watermark, layout_watermark, run_inpainting])
.run(tauri::generate_context!())
.expect("error while running tauri application");
}