[英]Calculate histogram in OPENGL
我嘗試使用OPENGL計算圖像的直方圖。 我已經閱讀了一些關於此的文章,但仍然出現錯誤。 我的直方圖緩沖區始終返回零。 我讀過的一些文章:
GPU-Android OpenGL ES 3.0中的亮度直方圖計算
我的代碼:
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <vector>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
#include <SOIL.h>
// Shader sources
const GLchar* vertexSource = "\n"
"#version 330 core\n"
"attribute vec3 inPosition;\n"
"void main()\n"
"{\n"
" float x = inPosition.x;\n"
"\n"
" gl_Position = vec4(\n"
" -1.0 + ((x) * 0.0078125),\n"
" -1,\n"
" 0.0,\n"
" 1.0\n"
" );\n"
"}\n";
const GLchar* fragmentSource = "\n"
"#version 330 core\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" outputColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
void CheckStatus(GLuint obj)
{
GLint status = GL_FALSE, len = 10;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_INFO_LOG_LENGTH, &len );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, &len );
std::vector< char > log( len, 'X' );
if( glIsShader(obj) ) glGetShaderInfoLog( obj, len, NULL, &log[0] );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] );
std::cerr << &log[0] << std::endl;
exit( -1 );
}
GLfloat buffer[256];
GLuint hist[256];
float _image[512*512*3];
int main()
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
int width, height;
unsigned char* image = SOIL_load_image("sample_gray.bmp", &width, &height, 0, SOIL_LOAD_RGB);
unsigned char image_gray[width * height];
printf("%d\t%d\n", width, height);
for (int i = 0; i < width * height; ++i)
{
image_gray[i] = image[i * 3];
_image[i * 3] = image[i * 3];
_image[i * 3 + 1] = image[i * 3 + 1];
_image[i * 3 + 2] = image[i * 3 + 2];
}
for (int i = 0; i < width * height; ++i)
{
hist[image_gray[i]]++;
}
// Open a window and create its OpenGL context
window = glfwCreateWindow(width, height, "Basic", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLuint num_input_data = width * height;
/* Upload data */
glBufferData(GL_ARRAY_BUFFER, num_input_data * sizeof(float) * 3, _image, GL_STATIC_DRAW);
GLuint vertexShader, fragmentShader, shaderProgram;
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
CheckStatus(vertexShader);
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
CheckStatus(fragmentShader);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outputColor");
glLinkProgram(shaderProgram);
CheckStatus(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "inPosition");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
GLuint tex;
GLuint fbo;
glGenTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenFramebuffers(1, &fbo);
glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, 256, 1);
// glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
/* Clear buffer */
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
/* Init viewport */
glViewport(0, 0, 256, 1);
glUseProgram(shaderProgram);
/* Draw */
glDrawArrays(GL_POINTS, 0, num_input_data);
glReadPixels(0, 0, 256, 1, GL_RED, GL_FLOAT, buffer);
for (int i = 0; i < 256; ++i)
{
printf("%d\t%f\t%d\n", i, buffer[i], hist[i]);
}
}
有人可以幫助我嗎,謝謝。
我已經更新了我的代碼,現在可以使用了:D
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <vector>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
#include <SOIL.h>
// Shader sources
const GLchar* vertexSource = "\n"
"#version 330 core\n"
"in vec3 inPosition;\n"
"void main()\n"
"{\n"
" float x = inPosition.x;\n"
"\n"
" gl_Position = vec4(\n"
" -1.0 + ((x + 1) * 0.0078125),\n"
" 0.0,\n"
" 0.0,\n"
" 1.0\n"
" );\n"
"}\n";
const GLchar* fragmentSource = "\n"
"#version 330 core\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" outputColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
void CheckStatus(GLuint obj)
{
GLint status = GL_FALSE, len = 10;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_INFO_LOG_LENGTH, &len );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, &len );
std::vector< char > log( len, 'X' );
if( glIsShader(obj) ) glGetShaderInfoLog( obj, len, NULL, &log[0] );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] );
std::cerr << &log[0] << std::endl;
exit( -1 );
}
void _check_gl_error(int line)
{
GLenum err (glGetError());
while(err!=GL_NO_ERROR)
{
std::string error;
switch(err)
{
case GL_INVALID_OPERATION: error="INVALID_OPERATION"; break;
case GL_INVALID_ENUM: error="INVALID_ENUM"; break;
case GL_INVALID_VALUE: error="INVALID_VALUE"; break;
case GL_OUT_OF_MEMORY: error="OUT_OF_MEMORY"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: error="INVALID_FRAMEBUFFER_OPERATION"; break;
}
std::cerr << "GL_" << error.c_str() <<":"<<line<<std::endl;
err=glGetError();
}
}
GLfloat buffer[256];
GLuint hist[256];
float _image[512*512*3];
int main()
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
int width, height;
unsigned char* image = SOIL_load_image("sample_gray.bmp", &width, &height, 0, SOIL_LOAD_RGB);
unsigned char* image_gray = new unsigned char[width * height];
printf("%d\t%d\n", width, height);
for (int i = 0; i < width * height; ++i)
{
image_gray[i] = image[i * 3];
_image[i * 3] = image[i * 3];
_image[i * 3 + 1] = image[i * 3 + 1];
_image[i * 3 + 2] = image[i * 3 + 2];
}
for (int i = 0; i < width * height; ++i)
{
hist[image_gray[i]]++;
}
// Open a window and create its OpenGL context
window = glfwCreateWindow(width, height, "Basic", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
_check_gl_error(__LINE__);
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLuint num_input_data = width * height;
/* Upload data */
glBufferData(GL_ARRAY_BUFFER, num_input_data * sizeof(float) * 3, _image, GL_STATIC_DRAW);
GLuint vertexShader, fragmentShader, shaderProgram;
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
CheckStatus(vertexShader);
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
CheckStatus(fragmentShader);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outputColor");
glLinkProgram(shaderProgram);
CheckStatus(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "inPosition");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
GLuint tex;
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 256, 1, 0, GL_RED, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, 256, 1);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
_check_gl_error(__LINE__);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* Clear buffer */
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
_check_gl_error(__LINE__);
/* Init viewport */
glViewport(0, 0, 256, 1);
glUseProgram(shaderProgram);
/* Draw */
glDrawArrays(GL_POINTS, 0, num_input_data);
glReadPixels(0, 0, 256, 1, GL_RED, GL_FLOAT, buffer);
_check_gl_error(__LINE__);
for (int i = 0; i < 256; ++i)
{
printf("%d\t%f\t%d\n", i, buffer[i], hist[i]);
}
free(image_gray);
}
特別感謝@Vallentin的熱情!
我的直方圖緩沖區始終返回零。
有趣。 因為我不知道哪個編譯器像這樣運行:
int width, height;
unsigned char* image = SOIL_load_image("sample_gray.bmp", &width, &height, 0, SOIL_LOAD_RGB);
unsigned char image_gray[width * height];
您需要執行的操作:
unsigned char *image_gray = new unsigned char[width * height];
請記住,稍后釋放內存delete[] image_gray
。
您的着色器也無法編譯,或者您的驅動程序比我的更精簡。 給出#version 330 core
,你不能使用attribute
和將要使用in
。
in vec3 inPosition;
就像CheckStatus()
告訴我們:
0(3) : error C7555: 'attribute' is deprecated, use 'in/out' instead
您還試圖綁定一個甚至還沒有的幀緩沖區。
GLuint fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
[...]
glGenFramebuffers(1, &fbo);
您需要翻轉一下:
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
這也讓我感到困惑,為什么當MSVC向我尖叫時,您的編譯器為何會讓幻燈片下滑。
Error C4700 uninitialized local variable 'fbo'
在對紋理進行任何更改之前,您也不會綁定紋理。
// glBindTexture(GL_TEXTURE_2D, tex);
取消注釋glBindTexture()
。
您也沒有創建任何頂點數組。 哪種檢查glGetError()
會告訴您。
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
在調用glEnableVertexAttribArray()
之前執行此操作。
另外,您的透明顏色是紅色。 因此,這對您沒有太大幫助。 現在,您對glReadPixels()
調用只會產生1.0
。
glClearColor(0.0, 0.0, 0.0, 1.0)
現在glReadPixels()
仍然只產生零。 但是,取消綁定或根本不創建幀緩沖區。 然后,它給出了我認為是理想的結果。 由於不應該使用幀緩沖區,所以我懷疑它有問題。 但是,我似乎無法通過瀏覽您的代碼來指出它。 但是,由於代碼中已經充滿了問題,因此這是一個公平的起點。
額外:
glTexStorage2D()
是4.2的核心。 重要的是,如果您要確保支持glTexStorage2D()
,請使用目標4.2。 glActiveTexture()
的調用是多余的。 glGetError()
或更好地利用調試輸出 編輯
首先,在創建窗口(和上下文)並調用_check_gl_error()
之前,您不能調用glewInit()
。
可以使用__LINE__
代替手動添加行號。 因此_check_gl_error(__LINE__)
。
再次不要使用紅色透明色。 使用黑色透明色glClearColor(0.0, 0.0, 0.0, 1.0)
。 混合1.0
和說0.1
導致1.1
,它被鉗制回1.0
。 因此紅色通道從一開始就應該是0.0
。
我意識到了問題。 在頂點着色器中,您將y
手動設置為-1.0
。 假設您正在繪制GL_POINTS
,這最終會掉出屏幕。 將其y
設置為-0.9999
似乎現在可以得到所需的結果。 但是,依靠它就像在玩火。
如果現在運行該應用程序,則將看到0.0
和1.0
的混合。 獲得1.0
的原因是因為在片段着色器中,您將紅色通道的outputColor
設置為1.0
。 再次總結所有這些可能是一個瘋狂的價值,但最終它將限制在1.0
。
而是嘗試:
outputColor = vec4(0.005, 1.0, 1.0, 1.0);
現在,您應該看到輸出增加和減少,而不是0.0
或1.0
。 但是請注意,如果hist[i]
大於200,那么任何值都將產生1.0
。 因為1 / 0.005 = 200
。
至少現在一切正常 。
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