我正在使用OpenGL和C ++做一个简单的图像处理应用程序。 但是,有一件我不知道怎么做的事情是:
我需要让用户绘制直方图。 我认为这样做的方法是为图像的每个像素完整性创建一个四边形网格。示例:如果图像为8位,则我的网格中需要256x256的四边形。绘制网格后,我希望用户以量化方式(每个四边形)手动绘制四边形,以便他可以“绘制”直方图。问题是我不知道该怎么做... 有人能指导我如何绘制网格以及如何制作粘贴的东西。
如果您对“绘制直方图”感到困惑,只需将其视为常规图形即可。
答案 0 :(得分:3)
您不必绘制四边形网格。只需一个四边形就足够了,然后使用着色器从存储在1d纹理中的直方图中进行采样。这是我得到的:
顶点着色器:
#version 450 core
layout(std140, binding = 0) uniform view_block {
vec2 scale, offset;
} VIEW;
layout(std140, binding = 1) uniform draw_block {
vec4 position;
float max_value;
} DRAW;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
ivec2 id = ivec2(gl_VertexID&1, gl_VertexID>>1);
vec2 position = vec2(DRAW.position[id.x<<1], DRAW.position[(id.y<<1) + 1]);
gl_Position = vec4(fma(position, VIEW.scale, VIEW.offset), 0, 1);
}
片段着色器:
#version 450 core
layout(std140, binding = 1) uniform draw_block {
vec4 position;
float max_value;
} DRAW;
layout(binding = 0) uniform sampler1D hist;
layout(location = 0) out vec4 OUT;
void main()
{
const vec2 extent = DRAW.position.zw - DRAW.position.xy;
vec2 texcoord = (gl_FragCoord.xy - DRAW.position.xy)/(DRAW.position.zw - DRAW.position.xy);
OUT.rgb = vec3(lessThan(texcoord.yyy*DRAW.max_value, texture(hist, texcoord.x).rgb));
OUT.a = 1;
}
直方图纹理创建:
image hist(256, 1, 3, type_float);
// ... calculate the histogram ...
tex.reset(glCreateTextureSN(GL_TEXTURE_1D));
glTextureStorage1D(tex.get(), 1, GL_RGB32F, hist.w);
glTextureSubImage1D(tex.get(), 0, 0, hist.w, GL_RGB, GL_FLOAT, hist.c[0]);
glTextureParameteri(tex.get(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
渲染例程:
const vec2i vs = { glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT) };
glViewport(0, 0, vs[0], vs[1]);
glClear(GL_COLOR_BUFFER_BIT);
struct view_block {
vec2f scale, offset;
} VIEW = {
vec2f(2)/vec2f(vs), -vec2f(1)
};
GLbuffer view_buf(glCreateBufferStorageSN(sizeof(VIEW), &VIEW, 0));
glBindBufferBase(GL_UNIFORM_BUFFER, 0, view_buf.get());
struct draw_block {
box2f position;
float max_value;
} DRAW = {
box2f(0, 0, vs[0], vs[1]),
max_value
};
GLbuffer draw_buf(glCreateBufferStorageSN(sizeof(DRAW), &DRAW, 0));
glBindBufferBase(GL_UNIFORM_BUFFER, 1, draw_buf.get());
bind_textures(tex.get());
glBindProgramPipeline(pp.get());
glBindVertexArray(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glutSwapBuffers();