OPENGLを使用して画像のヒストグラムを計算しようとしています。私はそれについていくつかの記事を読んだが、私はまだエラーが発生します。私のヒストグラムバッファは常にゼロを返します。私は読んだことがある いくつかのポスト:OPENGLでヒストグラムを計算する
Luminance histogram calculation in GPU-android opengl es 3.0
マイコード:
#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]);
}
}
は、誰が私を助けてもらえ、事前に感謝します。私は自分のコードを更新しました
、それは今働いている:あなたの熱意のために@Vallentinする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);
}
特別感謝を!
私が見る最初のことは、生成する前に 'fbo'をバインドすることです。 Second:あなたの 'CheckStatus'メソッドは、同じidを持つシェーダオブジェクトとシェーダプログラムがない場合にのみ動作します。すべてのハンドルは符号なしの整数であり、OpenGL実装がシェーダオブジェクト0とシェーダプログラムオブジェクト0を与えるのは完全に有効です。その場合、メソッドはリンクステータスとコンパイルステータスの両方を照会します。 – BDL
@BDL、ありがとうございます。私は以下のコードを更新しました。もう一度それをチェックするのを助けてくれる? –