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.
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.
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:
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.