Simple bitmap rotation for arduino, c++ - c++

I'm trying to achieve compromise for my app, but got no luck (or rather knowledge) so far.
I've got bitmap for black-white screen, it looks like this (I use arduino byte style, because it's more readable)
{
B00111100, B01001000,
B00100100, B01010000,
B00111100, B01110000,
B00100100, B01001000
}
It is array of bytes, each byte representing 8 next horizontal pixels.
Problem is that I have to use bitmap, where each byte represents 8 next vertical pixels, so it's like turning it this way
{
B00000000,
B00000000,
B11110000,
B10100000,
B11110000,
B00000000,
B11110000,
B00100000,
B01100000,
B10010000
}
I tried, but ended up completely without any idea how to do this.
Edit. I could be misunderstod, so I added brackets to code, It's more clear right now.

Here is an example using plain C (gcc):
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
typedef uint8_t byte;
void print_bin(byte x) {
printf("B");
for (int i = 0; i < 8; i++) {
printf("%s", (x >> (7-i)) % 2 ? "1" : "0");
}
printf("\n");
}
void reverse(byte* in, byte* out, int width, int height) {
int width_bytes = (width + 7) / 8;
int height_bytes = (height + 7) / 8;
// init *out. You can skip the next line if you are sure that *out is clear.
memset (out, 0, width * height_bytes);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (in[(y * width_bytes + x / 8)] & (1 << (7 - x % 8))) {
out[(x * height_bytes + y / 8)] |= (1 << (7 - y % 8));
}
}
}
}
#define WIDTH 13
#define HEIGHT 4
#define IN_SIZE (((WIDTH + 7) / 8) * HEIGHT)
#define OUT_SIZE (((HEIGHT + 7) / 8) * WIDTH)
int main() {
byte in[IN_SIZE] = {
0b00111100, 0b01001000,
0b00100100, 0b01010000,
0b00111100, 0b01110000,
0b00100100, 0b01001000
};
byte* out = calloc(OUT_SIZE, 1);
reverse (in, out, WIDTH, HEIGHT);
for (int i = 0; i < OUT_SIZE; i++) {
print_bin(out[i]);
}
}
And this is the result:
B00000000
B00000000
B11110000
B10100000
B10100000
B11110000
B00000000
B00000000
B00000000
B11110000
B00100000
B01100000
B10010000
If speed is an issue, you can do the following optimisation:
void reverse(byte* in, byte* out, int width, int height) {
int width_bytes = (width + 7) / 8;
int height_bytes = (height + 7) / 8;
// init *out. You can skip the next line if you are sure that *out is clear.
memset (out, 0, width * height_bytes);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int t; // optimisation
if ((x % 8) == 0) t = in[(y * width_bytes + x / 8)];
if (t & (1 << (7 - x % 8))) {
out[(x * height_bytes + y / 8)] |= (1 << (7 - y % 8));
}
}
}
}

Related

Problems with BMP

Wrote a simple BMP generation code but instead of outputting what I want (red that gradually goes to black (from left to right)) it returns an image with some some weird layout far from what I expect to see. Was inspecting the way header and pixels written in the memory and everything seems alright
Output
#include <iostream>
#include <fstream>
size_t width = 1000, height = 1000, CPP = 3;
//this creates an array of pixels
//supposed to be from red to black from left to right
uint8_t* createBitMapI(const size_t& width, const size_t& height)
{
uint8_t _color[3] = { 255, 0, 0 };
uint8_t* bitMap = new uint8_t[width * height * 3];
//creating one row
for (float i = 0; i < width; i++)
{
*(bitMap + (int)(i * 3)) = (uint8_t)_color[0] * (1 - i / width);
*(bitMap + 1 + (int)(i * 3)) = 0;//(uint8_t)_color[1] * (1 - i / width);
*(bitMap + 2 + (int)(i * 3)) = 0;//(uint8_t)_color[2] * (1 - i / width);
}
//copying previously created row to others
for (size_t i = 1; i < height; i++)
{
memcpy(bitMap + (width * 3) * i, bitMap, width * 3);
}
return bitMap;
}
//creates BMP file and writes contents into it
class BMP
{
public:
BMP(const size_t& width, const size_t& height,
uint8_t* arr, const char* name)
{
const char pad_[3] = { 0, 0, 0 };
char padding = (4 - width % 4) % 4;
fullSize = (width + padding) * height * 3 + 54;
image.open(name);
writeHeader();
image.write((const char*)header, 54);
for (size_t i = 0; i < height; i++)
{
image.write((const char*)arr + (i * width), width * 3);
image.write(pad_, padding);
}
image.close();
}
void writeHeader()
{
memcpy(header, "BM", 2);
*(size_t*)(header + 2) = fullSize;
*(size_t*)(header + 10) = 54;
*(size_t*)(header + 14) = 40;
*(size_t*)(header + 18) = width;
*(size_t*)(header + 22) = height;
*(uint16_t*)(header + 26) = 1;
*(uint16_t*)(header + 28) = 24;
}
private:
std::ofstream image;
uint8_t header[54];
uint8_t* pixels;
size_t fullSize;
};
int main()
{
uint8_t* arr = createBitMapI(width, height);
BMP newImage(width, height, arr, "image.bmp");
delete[] arr;
}
upd: changing image.open(name) to image.open(name, std::ios::binary) gives us output2

Reading a Monochrome Bitmap in C++ requires reading every other line?

First off, this is not a duplicate. I have already read Converting 1-bit bmp file to array in C/C++ and my question is about an inconsistency I'm seeing in the formulas provided with the one that works for me.
The Issue
I am trying to read in a 1-bit Bitmap image that was created in MS Paint. I've used the code provided by other answers on this site, but there are a few things I had to change to get it to work, and I want to understand why,
Change 1: lineSize must be doubled
Original
int lineSize = (w / 8 + (w / 8) % 4);
Mine:
int lineSize = (w/ 8 + (w / 8) % 4) * 2;
Change 2: Endianness must be reversed
Original:
for(k = 0 ; k < 8 ; k++)
... (data[fpos] >> k ) & 1;
Mine:
for (int k = 7; k >= 0; --k) {
... (data[rawPos] >> k) & 1;
Full Code
NOTE: This code works. There are some changes from the original, but the core read part is the same.
vector<vector<int>> getBlackAndWhiteBmp(string filename) {
BmpHeader head;
ifstream f(filename, ios::binary);
if (!f) {
throw "Invalid file given";
}
int headSize = sizeof(BmpHeader);
f.read((char*)&head, headSize);
if (head.bitsPerPixel != 1) {
f.close();
throw "Invalid bitmap loaded";
}
int height = head.height;
int width = head.width;
// Lines are aligned on a 4-byte boundary
int lineSize = (width / 8 + (width / 8) % 4) * 2;
int fileSize = lineSize * height;
vector<unsigned char> rawFile(fileSize);
vector<vector<int>> img(head.height, vector<int>(width, -1));
// Skip to where the actual image data is
f.seekg(head.offset);
// Read in all of the file
f.read((char*)&rawFile[0], fileSize);
// Decode the actual boolean values of the pixesl
int row;
int reverseRow; // Because bitmaps are stored bottom to top for some reason
int columnByte;
int columnBit;
for (row = 0, reverseRow = height - 1; row < height; ++row, --reverseRow) {
columnBit = 0;
for (columnByte = 0; columnByte < ceil((width / 8.0)); ++columnByte) {
int rawPos = (row * lineSize) + columnByte;
for (int k = 7; k >= 0 && columnBit < width; --k, ++columnBit) {
img[reverseRow][columnBit] = (rawFile[rawPos] >> k) & 1;
}
}
}
f.close();
return img;
}
#pragma pack(1)
struct BmpHeader {
char magic[2]; // 0-1
uint32_t fileSize; // 2-5
uint32_t reserved; // 6-9
uint32_t offset; // 10-13
uint32_t headerSize; // 14-17
uint32_t width; // 18-21
uint32_t height; // 22-25
uint16_t bitsPerPixel; // 26-27
uint16_t bitDepth; // 28-29
};
#pragma pack()
Potentially relevant information:
I'm using Visual Studio 2017
I'm compiling for C++14
I'm on a Windows 10 OS
Thanks.
Both of those line size formulas are incorrect.
For example, for w = 1, (w / 8 + (w / 8) % 4) results in zero. It's still zero if you multiply by two. It's expected to be 4 for width = 1.
The correct formula for line size (or bytes per line) is
((w * bpp + 31) / 32) * 4 where bpp is bits per pixel, in this case it is 1.
By coincidence the values are sometimes the same, for some smaller width values.
See also MSDN example:
DWORD dwBmpSize = ((bmpScreen.bmWidth * bi.biBitCount + 31) / 32) * 4 * bmpScreen.bmHeight;
Also, 1-bit image has 2 palette entries, for a total of 8 bytes. It seems you are ignoring the palette and assuming that 0 is black, and 1 is white, always.
The part where you flip the bits is correct, the other code appears to be incorrect.
Lets say we have a single byte 1000 0000 This is mean to be a single row, starting with 7 zeros and ending in 1.
Your code is a bit confusing for me (but seems okay when you fix linesize). I wrote my own version:
void test(string filename)
{
BmpHeader head;
ifstream f(filename, ios::binary);
if(!f.good())
return;
int headsize = sizeof(BmpHeader);
f.read((char*)&head, headsize);
if(head.bitsPerPixel != 1)
{
f.close();
throw "Invalid bitmap loaded";
}
int height = head.height;
int width = head.width;
int bpp = 1;
int linesize = ((width * bpp + 31) / 32) * 4;
int filesize = linesize * height;
vector<unsigned char> data(filesize);
//read color table
uint32_t color0;
uint32_t color1;
uint32_t colortable[2];
f.seekg(54);
f.read((char*)&colortable[0], 4);
f.read((char*)&colortable[1], 4);
printf("colortable: 0x%06X 0x%06X\n", colortable[0], colortable[1]);
f.seekg(head.offset);
f.read((char*)&data[0], filesize);
for(int y = height - 1; y >= 0; y--)
{
for(int x = 0; x < width; x++)
{
int pos = y * linesize + x / 8;
int bit = 1 << (7 - x % 8);
int v = (data[pos] & bit) > 0;
printf("%d", v);
}
printf("\n");
}
f.close();
}
Test image:
(33 x 20 monochrome bitmap)
Output:
colortable: 0x000000 0xFFFFFF
000000000000000000000000000000000
000001111111111111111111111111110
000001111111111111111111111111110
000001111111111111111111111111110
000001111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111111110
011111111111111111111111111110010
011111111111111111111111111110010
011111111111111111111111111111110
000000000000000000000000000000000
Notice this line in above code:
int pos = y * linesize + x / 8;
int bit = 1 << (7 - x % 8);
int v = (data[pos] & bit) > 0;
printf("%d", v);
First I wrote it as
int bit = 1 << (x % 8);
But this shows the bits in the wrong order, so I had to change to 1 << (7 - x % 8) which is basically what you did also. I don't know why it's designed like that. There must be some historical reasons for it!
(above code is for little-endian machines only)

C++ Blur effect on bit map is working but colors are changed

In relation to my previous question BitMap_blur efect, i have succeeded to make the bit map blurred but the problem is the colors of the blurred picture has been changed:
Original photo: https://ibb.co/eFHg8G
Blurred photo: https://ibb.co/mQDShb
The code of the blurring algorytm is the same as in my previous question:
for (xx = 0; xx < bitmapInfoHeader.biWidth; xx++)
{
for (yy = 0; yy <bitmapInfoHeader.biHeight; yy++)
{
avgB = avgG = avgR = 0;
Counter = 0;
for (x = xx; x < bitmapInfoHeader.biWidth && x < xx + blurSize; x++)
{
for (y = yy; y < bitmapInfoHeader.biHeight && y < yy + blurSize; y++)
{
avgB += bitmapImage[x *3 + y*bitmapInfoHeader.biWidth * 3 + 0]; //bitmapimage[x][y];
avgG += bitmapImage[x *3 + y*bitmapInfoHeader.biWidth * 3 + 1];
avgR += bitmapImage[x *3 + y*bitmapInfoHeader.biWidth * 3 + 2];
Counter++;
}
}
avgB = avgB / Counter;
avgG = avgG / Counter;
avgR = avgR / Counter;
bitmapImage[xx * 3 + yy*bitmapInfoHeader.biWidth * 3 + 0] = avgB;
bitmapImage[xx * 3 + yy*bitmapInfoHeader.biWidth * 3 + 1] = avgG;
bitmapImage[xx * 3 + yy*bitmapInfoHeader.biWidth * 3 + 2] = avgR;
}
}
So what am doing wrong here?
It actually looks like size of each line is padded to be multiple of 4 bytes. To get correct byte offset of each line you will need to replace
* bitmapInfoHeader.biWidth * 3
with
* (bitmapInfoHeader.biWidth * 3 + padding_bytes_count)
where
padding_bytes_count =
(
(
bitmapFileHeader.bfSize - bitmapFileHeader.bfOffBits
-
bitmapInfoHeader.biWidth * bitmapInfoHeader.biHeight * 3
)
/
bitmapInfoHeader.biHeight
);
For your tiger image padding_bytes_count should be 2.
Here, I create a semi-portable bitmap reader/writer.. Works on Windows, Linux Mint, MacOS High Sierra. I didn't test other platforms.. but it should work.
It has:
Portability
Load 24-bit bitmaps.
Load 32-bit bitmaps.
Write 24-bit bitmaps.
Write 32-bit bitmaps.
Convert between 24-bit and 32-bit bitmaps.
Convert between 32-bit and 24-bit bitmaps.
It doesn't have:
Support for Alpha Transparency. Alpha transparency has special fields and flags required to be set in the header. I don't feel like writing them in so it won't support it.
Only part of it that doesn't seem very portable would be the #pragma pack..
#include <iostream>
#include <fstream>
#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
#endif
typedef struct
{
uint8_t r, g, b, a;
} rgb32;
#if !defined(_WIN32) && !defined(_WIN64)
#pragma pack(2)
typedef struct
{
uint16_t bfType;
uint32_t bfSize;
uint16_t bfReserved1;
uint16_t bfReserved2;
uint32_t bfOffBits;
} BITMAPFILEHEADER;
#pragma pack()
#pragma pack(2)
typedef struct
{
uint32_t biSize;
int32_t biWidth;
int32_t biHeight;
uint16_t biPlanes;
uint16_t biBitCount;
uint32_t biCompression;
uint32_t biSizeImage;
int16_t biXPelsPerMeter;
int16_t biYPelsPerMeter;
uint32_t biClrUsed;
uint32_t biClrImportant;
} BITMAPINFOHEADER;
#pragma pack()
#endif
#pragma pack(2)
typedef struct
{
BITMAPFILEHEADER bfh;
BITMAPINFOHEADER bih;
} BMPINFO;
#pragma pack()
class bitmap
{
private:
BMPINFO bmpInfo;
uint8_t* pixels;
public:
bitmap(const char* path);
~bitmap();
void save(const char* path, uint16_t bit_count = 24);
rgb32* getPixel(uint32_t x, uint32_t y) const;
void setPixel(rgb32* pixel, uint32_t x, uint32_t y);
uint32_t getWidth() const;
uint32_t getHeight() const;
uint16_t bitCount() const;
};
bitmap::bitmap(const char* path) : bmpInfo(), pixels(nullptr)
{
std::ifstream file(path, std::ios::in | std::ios::binary);
if (file)
{
file.read(reinterpret_cast<char*>(&bmpInfo.bfh), sizeof(bmpInfo.bfh));
if (bmpInfo.bfh.bfType != 0x4d42)
{
throw std::runtime_error("Invalid format. Only bitmaps are supported.");
}
file.read(reinterpret_cast<char*>(&bmpInfo.bih), sizeof(bmpInfo.bih));
if (bmpInfo.bih.biCompression != 0)
{
std::cerr<<bmpInfo.bih.biCompression<<"\n";
throw std::runtime_error("Invalid bitmap. Only uncompressed bitmaps are supported.");
}
if (bmpInfo.bih.biBitCount != 24 && bmpInfo.bih.biBitCount != 32)
{
throw std::runtime_error("Invalid bitmap. Only 24bit and 32bit bitmaps are supported.");
}
file.seekg(bmpInfo.bfh.bfOffBits, std::ios::beg);
pixels = new uint8_t[bmpInfo.bfh.bfSize - bmpInfo.bfh.bfOffBits];
file.read(reinterpret_cast<char*>(&pixels[0]), bmpInfo.bfh.bfSize - bmpInfo.bfh.bfOffBits);
uint8_t* temp = new uint8_t[bmpInfo.bih.biWidth * bmpInfo.bih.biHeight * sizeof(rgb32)];
uint8_t* in = pixels;
rgb32* out = reinterpret_cast<rgb32*>(temp);
int padding = bmpInfo.bih.biBitCount == 24 ? ((bmpInfo.bih.biSizeImage - bmpInfo.bih.biWidth * bmpInfo.bih.biHeight * 3) / bmpInfo.bih.biHeight) : 0;
for (int i = 0; i < bmpInfo.bih.biHeight; ++i, in += padding)
{
for (int j = 0; j < bmpInfo.bih.biWidth; ++j)
{
out->b = *(in++);
out->g = *(in++);
out->r = *(in++);
out->a = bmpInfo.bih.biBitCount == 32 ? *(in++) : 0xFF;
++out;
}
}
delete[] pixels;
pixels = temp;
}
}
bitmap::~bitmap()
{
delete[] pixels;
}
void bitmap::save(const char* path, uint16_t bit_count)
{
std::ofstream file(path, std::ios::out | std::ios::binary);
if (file)
{
bmpInfo.bih.biBitCount = bit_count;
uint32_t size = ((bmpInfo.bih.biWidth * bmpInfo.bih.biBitCount + 31) / 32) * 4 * bmpInfo.bih.biHeight;
bmpInfo.bfh.bfSize = bmpInfo.bfh.bfOffBits + size;
file.write(reinterpret_cast<char*>(&bmpInfo.bfh), sizeof(bmpInfo.bfh));
file.write(reinterpret_cast<char*>(&bmpInfo.bih), sizeof(bmpInfo.bih));
file.seekp(bmpInfo.bfh.bfOffBits, std::ios::beg);
uint8_t* out = NULL;
rgb32* in = reinterpret_cast<rgb32*>(pixels);
uint8_t* temp = out = new uint8_t[bmpInfo.bih.biWidth * bmpInfo.bih.biHeight * sizeof(rgb32)];
int padding = bmpInfo.bih.biBitCount == 24 ? ((bmpInfo.bih.biSizeImage - bmpInfo.bih.biWidth * bmpInfo.bih.biHeight * 3) / bmpInfo.bih.biHeight) : 0;
for (int i = 0; i < bmpInfo.bih.biHeight; ++i, out += padding)
{
for (int j = 0; j < bmpInfo.bih.biWidth; ++j)
{
*(out++) = in->b;
*(out++) = in->g;
*(out++) = in->r;
if (bmpInfo.bih.biBitCount == 32)
{
*(out++) = in->a;
}
++in;
}
}
file.write(reinterpret_cast<char*>(&temp[0]), size); //bmpInfo.bfh.bfSize - bmpInfo.bfh.bfOffBits
delete[] temp;
}
}
rgb32* bitmap::getPixel(uint32_t x, uint32_t y) const
{
rgb32* temp = reinterpret_cast<rgb32*>(pixels);
return &temp[(bmpInfo.bih.biHeight - 1 - y) * bmpInfo.bih.biWidth + x];
}
void bitmap::setPixel(rgb32* pixel, uint32_t x, uint32_t y)
{
rgb32* temp = reinterpret_cast<rgb32*>(pixels);
memcpy(&temp[(bmpInfo.bih.biHeight - 1 - y) * bmpInfo.bih.biWidth + x], pixel, sizeof(rgb32));
};
uint32_t bitmap::getWidth() const
{
return bmpInfo.bih.biWidth;
}
uint32_t bitmap::getHeight() const
{
return bmpInfo.bih.biHeight;
}
uint16_t bitmap::bitCount() const
{
return bmpInfo.bih.biBitCount;
}
void apply_blur(int x, int y, bitmap* bmp, int blurRadius)
{
double blurValue = 0.111;
int r = 0;
int g = 0 ;
int b = 0;
for (int k = y - blurRadius; k <= blurRadius; ++k)
{
for (int l = x - blurRadius; l <= blurRadius; ++l)
{
rgb32* pixel = bmp->getPixel(l, k);
r += blurValue * pixel->r;
g += blurValue * pixel->g;
b += blurValue * pixel->b;
}
}
rgb32 pixel = *bmp->getPixel(x, y);
pixel.r = r;
pixel.g = g;
pixel.b = b;
bmp->setPixel(&pixel, x, y);
}
int main(int argc, const char * argv[])
{
bitmap bmp{"/Users/brandon/Desktop/tiger.bmp"};
bmp.save("/Users/brandon/Desktop/blurred-tiger-24.bmp");
bmp.save("/Users/brandon/Desktop/blurred-tiger-32.bmp", 32);
return 0;
}
Now all you have to do is add your blur algorithm.. I tried it, but couldn't figure out the blurring part.. I ended up porting an algorithm found here: http://blog.ivank.net/fastest-gaussian-blur.html
void blur(bitmap* bmp, int radius)
{
float rs = ceil(radius * 2.57);
for (int i = 0; i < bmp->getHeight(); ++i)
{
for (int j = 0; j < bmp->getWidth(); ++j)
{
double r = 0, g = 0, b = 0;
double count = 0;
for (int iy = i - rs; iy < i + rs + 1; ++iy)
{
for (int ix = j - rs; ix < j + rs + 1; ++ix)
{
auto x = std::min(static_cast<int>(bmp->getWidth()) - 1, std::max(0, ix));
auto y = std::min(static_cast<int>(bmp->getHeight()) - 1, std::max(0, iy));
auto dsq = ((ix - j) * (ix - j)) + ((iy - i) * (iy - i));
auto wght = std::exp(-dsq / (2.0 * radius * radius)) / (M_PI * 2.0 * radius * radius);
rgb32* pixel = bmp->getPixel(x, y);
r += pixel->r * wght;
g += pixel->g * wght;
b += pixel->b * wght;
count += wght;
}
}
rgb32* pixel = bmp->getPixel(j, i);
pixel->r = std::round(r / count);
pixel->g = std::round(g / count);
pixel->b = std::round(b / count);
}
}
}
int main(int argc, const char * argv[])
{
bitmap bmp{"/Users/brandon/Desktop/tiger.bmp"};
blur(&bmp, 5);
bmp.save("/Users/brandon/Desktop/blurred-tiger.bmp");
return 0;
}
The result becomes:
Since iam only applying the blur effect on 24-bitmaps, I add the padding thing and modified my 3th and 4th loop:
for (x = xx; x < bitmapInfoHeader.biWidth && x < xx + blurSize; **x+=3**)
{
for (y = yy; y < bitmapInfoHeader.biHeight && y < yy + blurSize; **y+=3**)
And it works! the photo still have a weard thin line on the left but i think this is a read/write bitmap problem and i can handle it myself :)
The blurred photo: https://ibb.co/iGp9Cb and another blurred picture: https://ibb.co/jFXUCb
Thank you guys for your answers! it helped alot

Visualizing/saving an extremely large number of pixels with

I made a program in C++ which calculates the mandelbrot-set. Now I want to visualize it (save it in a picture). But when I try to save a 64k picture some problems come up. So what is the best way to save a picture of the pixels or at least to visual it?
Edit:
When I want to create a for Example 64K (61440 * 34560) image there will be the error "Access violation while writing at the position 0x0..." (originally on German and translated) and the program stops. This error appears with very high resolution. On lower resolutions the program works as it is supposed to.
#include <SFML\Graphics.hpp>
#include <stdlib.h>
#include <complex>
#include <cmath>
#include <thread>
//4K : 3840 * 2160
//8K : 7680 * 4320
//16K: 15360 * 8640
//32K: 30720 * 17280
//64K: 61440 * 34560
//128K:122880 * 69120
const unsigned long width = 61440; //should be dividable by ratioX & numberOfThreads!
const unsigned long height = 34560; //should be dividable by ratioY & numberOfThreads!
const unsigned int maxIterations = 500;
const unsigned int numberOfThreads = 6;
const int maxWidth = width / 3;
const int maxHeight = height / 2;
const int minWidth = -maxWidth * 2;
const int minHeight = -maxHeight;
const double ratioX = 3.0 / width;
const double ratioY = 2.0 / height;
sf::Image img = sf::Image();
int getsGreaterThan2(std::complex<double> z, int noIterations) {
double result;
std::complex<double> zTmp = z;
std::complex<double> c = z;
for (int i = 1; i != noIterations; i++) {
zTmp = std::pow(z, 2) + c;
if (zTmp == z) {
return 0;
}
z = std::pow(z, 2) + c;
result = std::sqrt(std::pow(z.real(), 2) + std::pow(z.imag(), 2));
if (result > 2) {
return i;
}
}
return 0;
}
void fillPixelArrayThreadFunc(int noThreads, int threadNr) { //threadNr ... starts from 0
double imgNumber;
double realNumber;
double tmp;
long startWidth = ((double)width) / noThreads * threadNr + minWidth;
long endWidth = startWidth + width / noThreads;
for (long x = startWidth; x < endWidth; x++) {
imgNumber = x * ratioX;
for (long y = minHeight; y < maxHeight; y++) {
realNumber = y * ratioY;
long xArray = x - minWidth;
long yArray = y - minHeight;
tmp = getsGreaterThan2(std::complex<double>(imgNumber, realNumber), maxIterations);
if (tmp == 0) {
img.setPixel(xArray, yArray, sf::Color(0, 0, 0, 255));
}
else {
img.setPixel(xArray, yArray, sf::Color(tmp / maxIterations * 128, tmp / maxIterations * 128, tmp / maxIterations * 255, 255));
}
}
}
}
int main() {
img.create(width, height, sf::Color::Black);
std::thread *threads = new std::thread[numberOfThreads];
for (int i = 0; i < numberOfThreads; i++) {
threads[i] = std::thread(std::bind(fillPixelArrayThreadFunc, numberOfThreads, i));
}
for (int i = 0; i < numberOfThreads; i++) {
threads[i].join();
}
img.saveToFile("filename.png");
return 1;
}
Your program fails during the call img.create(width, height, sf::Color::Black);.
When you step into the sf::Image::create function you end up here where the newPixels vector is created, this simply fails when width * height is too big as in your case:
////////////////////////////////////////////////////////////
void Image::create(unsigned int width, unsigned int height, const Color& color)
{
if (width && height)
{
// Create a new pixel buffer first for exception safety's sake
std::vector<Uint8> newPixels(width * height * 4);
^61440* ^34560 = 8'493'465'600 bytes !!
Conclusion: SFML cannot handle huge images.

Set Pixel colour in an array

I have an array of pixels stored in a vector as follows:
typedef union RGBA
{
std::uint32_t Colour;
struct
{
std::uint8_t R, G, B, A;
};
} *PRGB;
std::vector<RGBA> Pixels; //My pixels are read into this vector.
I process it using the following two functions. One is for reading, the other is for writing.
The read function takes an array of bytes and flips them and stores them into the struct above. It takes padding into consideration so it works for both 24 and 32 bit bitmaps. The write function flips it back and writes it to an array of bytes.
void ReadPixels(const std::uint8_t* In, RGBA* Out)
{
for (std::size_t I = 0; I < height; ++I)
{
for (std::size_t J = 0; J < width; ++J)
{
Out[(height - 1 - I) * width + J].B = *(In++);
Out[(height - 1 - I) * width + J].G = *(In++);
Out[(height - 1 - I) * width + J].R = *(In++);
Out[(height - 1 - I) * width + J].A = (BitsPerPixel > 24 ? * (In++) : 0xFF);
}
if(BitsPerPixel == 24)
In += (-width * 3) & 3;
}
}
void WritePixels(const RGBA* In, std::uint8_t* Out)
{
for (std::size_t I = 0; I < height; ++I)
{
for (std::size_t J = 0; J < width; ++J)
{
*(Out++) = In[(height - 1 - I) * width + J].B;
*(Out++) = In[(height - 1 - I) * width + J].G;
*(Out++) = In[(height - 1 - I) * width + J].R;
if (BitsPerPixel > 24)
*(Out++) = In[(height - 1 - I) * width + J].A;
}
if(BitsPerPixel == 24)
Out += (-width * 3) & 3;
}
}
The thing is, if I want to change just one pixel in the array, I have to flip and copy the whole image into the vector, change the pixel using:
inline void SetPixel(int X, int Y, std::uint32_t Color)
{
Pixels[Y * width + X].Colour = Color;
}
And then flip it back into the array. Is there a better way to change a single pixel in the array without having to do this every single time?
I tried this formula (so that padding is taken into consideration):
ByteArray[((height - 1 - Y) * width + X) + (Y * ((-width * 3) & 3))] = Color;
But it doesn't work. Any ideas?
Your subscript->index formula looks all wrong.
Perhaps:
int stride = width * BitsPerPixel/8;
stride = ((stride - 1) & ~3) + 4; // round up to multiple of 4 bytes
RGBQUAD& selected_pixel = *reinterpret_cast<RGBQUAD*>(array + stride * (height - 1 - Y)) + X * BitsPerPixel/8);
selected_pixel.R = ...
...