PIXELARIUM 0.0.12
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Synopsis

Pixelarium strives to be a batteries-included visualizer application used in conjunction with an externally implemented and linked arbitrary functionality. It can be linked e.g. against a library containing arbitrary functionality. Pixelarium can support viewing the results and result files of such a library. It tries to be as flexible as possible.

This is still work in progress and will change significantly.

Prerequisites

Dependencies are either submodules in the modules subdirectory or artifacts of the cmake build process from the cmake directory. This repository should therefore be cloned recursively:

git clone --recurse-submodules https://github.com/m-aXimilian/pixelarium.git

Apart from that, this project needs OpenCV installed on the host system and available for cmake's find_package.

Building

Given that the prerequisites are fulfilled, building can be achieved via one of the presets or by calling cmake directly.

Presets

Pixelarium has a few presets setting specific compilers and configurations defined in CMakePresets.json.

They can be listed by calling

cmake --list-presets

which will give something like

Available configure presets:

  "clang-release"
  "clang-debug"
  "gcc-release"
  "gcc-debug"

Building with the clang-debug preset would look like

cmake --preset clang-debug
cmake --build --preset clang-debug

Direct

If you want to specify compiler settings and options which are not defined in a preset, use cmake "directly" like

cmake -B build -S .
cmake --build build

Usage

The examples directory aims to showcase a few usage examples of this project.

All there is to do in order to get an initial window on screen is to create an instance of AppGLFW (or one of its child classes) and start it.

const auto logger {SpdLogger("logfile.log", "loggername")};
ImageResourcePool image_pool;
auto app {DefaultApp(logger, image_pool)};
app.Start();
Default App Screenshot

simple

This is the most straight-forward usage of Pixelarium. It simply instantiates a DefaultApp and runs it.

custom_0

This is meant to showcase that DefaultApp (AppGLFW as well) can be customized via inheritance.

As a usage example, it implements a simple binary image reader. It can be presented with a binary file of layout

struct ParsedImage
{
uint8_t depth;
uint8_t channels;
uint16_t width;
uint16_t height;
void* data;
};

i.e., a header encoding 1 byte for the pixel-depth, 1 byte for the channel count, 2 byte each for width and height in pixel followed by the actual pixeldata.

custom_1

An example showcasing how to inject a user defined control into the existing scaffolding of DefaultApp using a multiplication filter. This is in many ways similar to the previous example.