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java - 处理 BufferedImage 中的像素

转载 作者:搜寻专家 更新时间:2023-11-01 03:34:39 24 4
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我想通过这样做来操作缓冲图像中的像素:

BufferedImage screen = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
int[] pixels = ((DataBufferInt)screen.getRaster().getDataBuffer()).getData();

问题是:它显示图像但没有正确的颜色。控制台没有错误。

无论如何,这是我的主要类(class):

package net.explorer.explorer;

import javax.swing.JFrame;

public class Explorer extends JFrame {

private static final long serialVersionUID = 1L;

public static int WIDTH = 1280;
public static int HEIGHT = 800;

public Explorer() {
super("Explorer");
add(new Game(WIDTH, HEIGHT));
pack();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
}

public static void main(String[] args) {
new Explorer();
}

}

这是游戏类:

package net.explorer.explorer;

import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.ArrayList;

import javax.swing.JPanel;
import javax.swing.Timer;

import net.explorer.entities.Entity;
import net.explorer.entities.Player;
import net.explorer.render.ScreenRenderer;

public class Game extends JPanel implements ActionListener {

private static final long serialVersionUID = 1L;

public int width, height;

public BufferedImage screen;
public int[] pixels;
public ScreenRenderer screenRenderer;

private Timer timer;

public static ArrayList<Entity> entities;
public Player player;

public Game(int width, int height) {
this.width = width;
this.height = height;
setPreferredSize(new Dimension(width, height));
screen = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)screen.getRaster().getDataBuffer()).getData();
screenRenderer = new ScreenRenderer(width, height);
timer = new Timer(1, this);
timer.start();
entities = new ArrayList<Entity>();
player = new Player();
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);

this.render(g);
}

private void render(Graphics g) {
screenRenderer.renderScreen(screenRenderer);

for(int i = 0; i < width * height; i++) {
screenRenderer.pixels[i] = this.pixels[i];
}

g.drawImage(screen, 0, 0, this);
}

@Override
public void actionPerformed(ActionEvent e) {
repaint();
}

}

最后是我的 ScreenRenderer 类:

package net.explorer.render;

public class ScreenRenderer {

public int width, height;
public int[] pixels;

public ScreenRenderer(int width, int height) {
this.width = width;
this.height = height;
this.pixels = new int[width * height];
}

public void renderScreen(ScreenRenderer screen) {
for(int i = 0; i < screen.width*screen.height; i++) {
pixels[i] = 0x000000;
}
}

}

Player 等其他类无关紧要。只有上面的 3 个类可以。

最佳答案

您没有写入实际的 BufferedImage 栅格。

下面是处理它的代码。我还进行了一些其他更改。

Explorer.java

package image;

import javax.swing.JFrame;

public class Explorer extends JFrame {

private static final long serialVersionUID = 1L;

public static int WIDTH = 400;
public static int HEIGHT = 400;

public Explorer() {
super("Explorer");
add(new Game(WIDTH, HEIGHT));
pack();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
}

public static void main(String[] args) {
new Explorer();
}

}

屏幕渲染器

package image;

import java.awt.image.BufferedImage;
import java.awt.image.WritableRaster;
import java.util.Random;

public class ScreenRenderer {

private int width, height;
/*public int[] pixels;*/
private WritableRaster raster;
private int[] pixels;
private Random rand = new Random();

public ScreenRenderer(BufferedImage image) {
/*this.width = width;
this.height = height;*/
//this.pixels = new int[width * height];
this.raster = image.getRaster();
this.width = raster.getWidth();
this.height = raster.getHeight();

pixels = new int[raster.getWidth() * raster.getHeight() * raster.getNumBands()];
System.out.printf("%d %d %d", width, height, pixels.length);
}

public void renderScreen() {
int seed = rand.nextInt();
for (int i = 0; i < pixels.length; i++) {
pixels[i] = i * seed;
}
raster.setPixels(0, 0, width, height, pixels);
}

}

游戏.java

package image;

import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.ArrayList;

import javax.swing.JPanel;
import javax.swing.Timer;

/*import net.explorer.entities.Entity;
import net.explorer.entities.Player;
import net.explorer.render.ScreenRenderer;*/

public class Game extends JPanel implements ActionListener {

private static final long serialVersionUID = 1L;

public int width, height;

public BufferedImage screen;
public int[] pixels;
public ScreenRenderer screenRenderer;

private Timer timer;

/*public static ArrayList<Entity> entities;
public Player player;*/

public Game(int width, int height) {
this.width = width;
this.height = height;
setPreferredSize(new Dimension(width, height));
screen = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt) screen.getRaster().getDataBuffer()).getData();
screenRenderer = new ScreenRenderer(screen);
timer = new Timer(1, this);
timer.start();
/*entities = new ArrayList<Entity>();
player = new Player();*/
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);

this.render(g);
}

private void render(Graphics g) {
screenRenderer.renderScreen();

/*for (int i = 0; i < width * height; i++) {
screenRenderer.pixels[i] = this.pixels[i];
}*/

g.drawImage(screen, 0, 0, this);
}

@Override
public void actionPerformed(ActionEvent e) {
repaint();
}

}

关于java - 处理 BufferedImage 中的像素,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34665188/

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