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java - Swing主动渲染效率或如何将主动渲染与gui widgets结合起来

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:03:35 26 4
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继续 previous question ,我一直在寻找将主动渲染与 Java 中的文本字段相结合的最佳方式。我尝试了几种选择,使用 BufferStrategy、VolatileImage 或在标准 AWT 中覆盖 update() 和 paint(),但我最终使用了 Swing。

我在这里发布当前的状态,以防万一有人根据我的代码示例有新的见解,也许其他正在开发类似应用程序的人可能会从我的发现中受益。

目标是完成这三个壮举:

  • 在仅在必要时更新的背景缓冲区之上呈现动画对象
  • 在渲染结果之上使用文本框
  • 毫无问题地调整窗口大小

下面是在stackoverflower的大力帮助下开发的演示应用程序的代码trashgod .
两个注意事项:

1) 严格刷新动画中前一步无效的区域似乎很容易出现视觉错误,因此我放弃了。这意味着我现在每帧都重新绘制整个背景缓冲区。

2) 将 BufferedImage 绘制到屏幕上的效率在很大程度上取决于平台。 Mac 实现似乎没有正确支持硬件加速,这使得将背景图像重新绘制到输出窗口成为一项繁琐的任务,当然这取决于窗口的大小。

我在我的 2.93 GHz 双核 iMac 上发现了以下结果:

Mac 操作系统 10.5:
640 x 480:0.9 毫秒,8 - 9%
1920 x 1100:5 毫秒,35 - 40%

Windows XP:
640 x 480:0.05 毫秒,0%
1920 x 1100:0.05 毫秒,0%

图例:
屏幕大小:绘制一帧的平均时间、应用程序的 CPU 使用率。

据我所知,下面的代码是实现我的目标的最有效方式。非常欢迎任何新的见解、优化或测试结果!

问候,马蒂斯

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.GridLayout;
import java.awt.Rectangle;
import java.awt.Transparency;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.Timer;

public class SwingTest extends JPanel implements
ActionListener,
Runnable
{
private static final long serialVersionUID = 1L;

private BufferedImage backgroundBuffer;
private boolean repaintbackground = true;

private static final int initWidth = 640;
private static final int initHeight = 480;
private static final int radius = 25;
private final Timer t = new Timer(20, this);
private final Rectangle rect = new Rectangle();

private long totalTime = 0;
private int frames = 0;
private long avgTime = 0;

public static void main(String[] args) {
EventQueue.invokeLater(new SwingTest());
}

public SwingTest() {
super(true);
this.setPreferredSize(new Dimension(initWidth, initHeight));
this.setLayout(null);
this.setOpaque(false);
this.addMouseListener(new MouseHandler());
}

@Override
public void run() {
JFrame f = new JFrame("SwingTest");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.addComponentListener(new ResizeHandler());

/* This extra Panel with GridLayout is necessary to make sure
our content panel is properly resized with the window.*/
JPanel p = new JPanel(new GridLayout());
p.add(this);
f.add(p);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);

createBuffer();
t.start();
}

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

@Override
protected void paintComponent(Graphics g) {
long start = System.nanoTime();
super.paintComponent(g);

if (backgroundBuffer == null) createBuffer();
if (repaintbackground) {

/* Repainting the background may require complex rendering operations,
so we don't want to do this every frame.*/
repaintBackground(backgroundBuffer);
repaintbackground = false;
}

/* Repainting the pre-rendered background buffer every frame
seems unavoidable. Previous attempts to keep track of the
invalidated area and repaint only that part of the background buffer
image have failed. */
g.drawImage(backgroundBuffer, 0, 0, null);
repaintBall(g, backgroundBuffer, this.getWidth(), this.getHeight());
repaintDrawTime(g, System.nanoTime() - start);
}

void repaintBackground(BufferedImage buffer) {
Graphics2D g = buffer.createGraphics();
int width = buffer.getWidth();
int height = buffer.getHeight();

g.clearRect(0, 0, width, height);
for (int i = 0; i < 100; i++) {
g.setColor(new Color(0, 128, 0, 100));
g.drawLine(width, height, (int)(Math.random() * (width - 1)), (int)(Math.random() * (height - 1)));
}
}

void repaintBall(Graphics g, BufferedImage backBuffer, int width, int height) {
double time = 2* Math.PI * (System.currentTimeMillis() % 3300) / 3300.;
rect.setRect((int)(Math.sin(time) * width/3 + width/2 - radius), (int)(Math.cos(time) * height/3 + height/2) - radius, radius * 2, radius * 2);

g.setColor(Color.BLUE);
g.fillOval(rect.x, rect.y, rect.width, rect.height);
}

void repaintDrawTime(Graphics g, long frameTime) {
if (frames == 32) {avgTime = totalTime/32; totalTime = 0; frames = 0;}
else {totalTime += frameTime; ++frames; }
g.setColor(Color.white);
String s = String.valueOf(avgTime / 1000000d + " ms");
g.drawString(s, 5, 16);
}

void createBuffer() {
int width = this.getWidth();
int height = this.getHeight();

GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gs.getDefaultConfiguration();
backgroundBuffer = gc.createCompatibleImage(width, height, Transparency.OPAQUE);

repaintbackground = true;
}

private class MouseHandler extends MouseAdapter {

@Override
public void mousePressed(MouseEvent e) {
super.mousePressed(e);
JTextField field = new JTextField("test");
Dimension d = field.getPreferredSize();
field.setBounds(e.getX(), e.getY(), d.width, d.height);
add(field);
}
}

private class ResizeHandler extends ComponentAdapter {

@Override
public void componentResized(ComponentEvent e) {
super.componentResized(e);
System.out.println("Resized to " + getWidth() + " x " + getHeight());
createBuffer();
}
}
}

最佳答案

我有几点看法:

  1. 您改进的repaintDrawTime() 可读性很强,但它是micro-benchmark并受制于vagaries主机操作系统。我不禁想知道 XP 结果是否是该系统 limited clock resolution 的产物.我在 Windows 7 和 Ubuntu 10 上看到非常不同的结果。

  2. 如果您不使用空布局,则不需要额外的面板; JPanel 的默认布局是 FlowLayoutf.add(this) 只是将它添加到框架默认的 BorderLayout 的中心.

  3. 重复调用构造函数可能很耗时。

    考虑更换

    g.setColor(new Color(0, 128, 0, 100));

    private static final Color color = new Color(0, 128, 0, 100);
    ...
    g.setColor(color);

    或者,一个简单的 color lookup table , 可能会有用,例如

    private final Queue<Color> clut = new LinkedList<Color>();

关于java - Swing主动渲染效率或如何将主动渲染与gui widgets结合起来,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3289336/

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