为了防止光的不均匀,采取底帽变换。
void H_F(Mat src)
{
Mat res= Mat::zeros(src.rows, src.cols, CV_8UC1);
Mat res1 = Mat::zeros(src.rows, src.cols, CV_8UC1);;
Mat el = getStructuringElement(MORPH_RECT, Size(7, 7));
morphologyEx(src, res, MORPH_CLOSE,el);
res1 = res - src;
Mat src_thres;
threshold(res1, src_thres, 1, 255, THRESH_BINARY);
}