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/*******************************************************
* Copyright (c) 2014, ArrayFire
* All rights reserved.
*
* This file is distributed under 3-clause BSD license.
* The complete license agreement can be obtained at:
* http://arrayfire.com/licenses/BSD-3-Clause
********************************************************/
#include <gtest/gtest.h>
#include <arrayfire.h>
#include <af/dim4.hpp>
#include <string>
#include <vector>
#include <testHelpers.hpp>
TEST(rgb_gray, 32bit)
{
af::array rgb = af::randu(10, 10, 3);
af::array gray = af::rgb2gray(rgb);
std::vector<float> h_rgb(rgb.elements());
std::vector<float> h_gray(gray.elements());
rgb.host(&h_rgb[0]);
gray.host(&h_gray[0]);
int num = gray.elements();
int roff = 0;
int goff = num;
int boff = 2 * num;
const float rPercent=0.2126f;
const float gPercent=0.7152f;
const float bPercent=0.0722f;
for (int i = 0; i < num; i++) {
float res =
rPercent * h_rgb[i + roff] +
gPercent * h_rgb[i + goff] +
bPercent * h_rgb[i + boff];
ASSERT_FLOAT_EQ(res, h_gray[i]);
}
}
TEST(rgb_gray, 8bit)
{
af::array rgb = af::randu(10, 10, 3, u8);
af::array gray = af::rgb2gray(rgb);
std::vector<uchar> h_rgb(rgb.elements());
std::vector<float> h_gray(gray.elements());
rgb.host(&h_rgb[0]);
gray.host(&h_gray[0]);
int num = gray.elements();
int roff = 0;
int goff = num;
int boff = 2 * num;
const float rPercent=0.2126f;
const float gPercent=0.7152f;
const float bPercent=0.0722f;
for (int i = 0; i < num; i++) {
float res =
rPercent * h_rgb[i + roff] +
gPercent * h_rgb[i + goff] +
bPercent * h_rgb[i + boff];
ASSERT_FLOAT_EQ(res, h_gray[i]);
}
}
TEST(gray_rgb, 32bit)
{
af::array gray = af::randu(10, 10);
const float rPercent=0.33f;
const float gPercent=0.34f;
const float bPercent=0.33f;
af::array rgb = af::gray2rgb(gray, rPercent, gPercent, bPercent);
std::vector<float> h_rgb(rgb.elements());
std::vector<float> h_gray(gray.elements());
int num = gray.elements();
int roff = 0;
int goff = num;
int boff = 2 * num;
for (int i = 0; i < num; i++) {
float gray = h_gray[i];
float r = rPercent * gray;
float g = gPercent * gray;
float b = bPercent * gray;
ASSERT_FLOAT_EQ(r, h_rgb[i + roff]);
ASSERT_FLOAT_EQ(g, h_rgb[i + goff]);
ASSERT_FLOAT_EQ(b, h_rgb[i + boff]);
}
}
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