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c++clinuxgdk

Linux draw pixel buffer


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.

What would be the solution to:

  1. Open window
  2. Replace all pixels in this window with my pixels RGB888

So far suggestion were: To use opengl, create a vertex buffer for a rect covering a window, and use pixel shader to draw your pixels. Which clearly is not the best way to swap pixel buffers in window.

Platform: Ubuntu 18


Solution

  • 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;
    }
    

    enter image description here

    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.