Linux draw pixel buffer

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再見小時候
再見小時候 2021-01-16 15:10

The problem is simple enough, i have a code that generates a pixel buffer. Now i need to present this pixel buffer instead of saving image and then analyzing it after.

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  • 2021-01-16 15:55

    You could use CImg which is a small, fast, modern C++ library. It is "header only" so no complicated linking or dependencies.

    // http://cimg.eu/reference/group__cimg__tutorial.html
    
    #include <iostream>
    #include <string>
    #include "CImg.h"
    
    using namespace cimg_library;
    
    int main(int argc,char **argv) {
    
       const unsigned char white[] = { 255,255,255 };
       const int width  = 320;
       const int height = 240;
       // Create 3-channel RGB image
       CImg<> img(width,height,1,3);
    
       // Create main window
       CImgDisplay main_window(img,"Random Data",0);
       int frame = 0;
    
       while (!main_window.is_closed()) {
         // Fill image with random noise
         img.rand(0,255);
         // Draw in frame counter
         std::string text = "Frame: " + std::to_string(frame);
         img.draw_text(10,10,text.c_str(),white,0,1,32);
         main_window.display(img);
         frame++;
         std::cout << "Frame: " << frame << std::endl;
       }
    }
    

    Here it is in action - the quality is not best because random data is poorly compressible and Stack Overflow has a 2MB image limit. It is good in real-life.

    Note that as I am using X11 underneath here, the compilation command must define cimg_display so will look something like:

    g++ -Dcimg_display=1 -std=c++11 -I /opt/X11/include -L /opt/X11/lib -lx11 ...
    

    Note also that I am using img.rand() to fill the image with data, you will want to get img.data() which is a pointer to the pixel buffer and then memcpy() your image data into the buffer at that address.

    Note that I also did some stuff with writing to the framebuffer directly in another answer. That was in Python but it is easily adapted.

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  • 2021-01-16 16:00

    You can also display bitmapped images in a window pretty easily with SFML. In fact, it seems considerably faster than CImg in my other answer. I am no expert in this, but the following code does what you seem to want:

    // g++ -std=c++11 main.cpp $(pkg-config --libs --cflags sfml-graphics sfml-window)
    
    #include <SFML/Graphics.hpp>
    #include <iostream>
    #include <cstdint>
    
    int main()
    {
        const unsigned width = 1024;
        const unsigned height= 768;
    
        // create the window
        sf::RenderWindow window(sf::VideoMode(width, height), "Some Funky Title");
    
        // create a texture
        sf::Texture texture;
        texture.create(width, height);
    
        // Create a pixel buffer to fill with RGBA data
        unsigned char *pixbuff = new unsigned char[width * height * 4];
        // Create uint32_t pointer to above for easy access as RGBA
        uint32_t * intptr = (uint32_t *)pixbuff;
    
        // The colour we will fill the window with
        unsigned char red  = 0;
        unsigned char blue = 255;
    
        // run the program as long as the window is open
        int frame = 0;
        while (window.isOpen())
        {
            // check all the window's events that were triggered since the last iteration of the loop
            sf::Event event;
            while (window.pollEvent(event))
            {
                // "close requested" event: we close the window
                if (event.type == sf::Event::Closed)
                    window.close();
            }
    
            // clear the window with black color
            window.clear(sf::Color::Black);
    
            // Create RGBA value to fill screen with.
            // Increment red and decrement blue on each cycle. Leave green=0, and make opaque
            uint32_t RGBA;
            RGBA = (red++ << 24) | (blue-- << 16) | 255;
            // Stuff data into buffer
            for(int i=0;i<width*height;i++){
               intptr[i] = RGBA;
            }
            // Update screen
            texture.update(pixbuff);
            sf::Sprite sprite(texture);
            window.draw(sprite);
    
            // end the current frame
            window.display();
            std::cout << "Frame: " << frame << std::endl;
            frame++;
            if(frame==1000)break;
        }
    
        return 0;
    }
    

    On my Mac, I achieved the following frame rates:

    • 700 fps @ 640x480 resolution
    • 384 fps @ 1024x768 resolution

    You can/could create and fill a texture off-screen in a second thread if you want to improve performance, but this is already pretty fast.

    Keywords: C++, Image Processing, display, bitmapped graphics, pixel buffer, SFML, imshow, prime.

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