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  2D Rendering Advice  (Read 1469 times)
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Offline castlec

Junior Newbie





« Posted 2007-07-11 16:37:54 »

I am writing an application that decodes image data from a network stream and then renders it.  I need two rendering modes, one for on screen rendering and one for image rendering to disk.  Because the data is often raw pixels, I am currently using the code below to allow access to the pixel data directly and then copy the changed pixels to the regular BufferedImage.  When the data stream has a line or rectangle encoded, I draw directly to the BufferedImage.  Is there a faster/smarter way to do this?  I have tried accessing the pixels stored in the DataBufferInt rather than using the pixel[] below and performance is horrendous.

Thanks in advance for any suggestions.

pixels = new int[width * height];
memImageSrc = new MemoryImageSource(width, height, colorModel, pixels, 0, width);
memImageSrc.setAnimated(true);
      
memImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
memGraphics = memImage.getGraphics();
pixelsSource =   new MemoryImageSource(width, height, colorModel, pixels, 0, width);
pixelsSource.setAnimated(true);
rawPixelsImage = Toolkit.getDefaultToolkit().createImage(pixelsSource);
Offline brackeen

Junior Member





« Reply #1 - Posted 2007-07-11 17:03:37 »

Not sure if this will help, but here's code for accessing pixel[] arrays in a BufferedImage quickly, so you don't have to copy from a MemoryImageSource.
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        int w = getWidth();
        int h = getHeight();
        int[] pixels = new int[w * h];
       
        DirectColorModel colorModel =
            new DirectColorModel(24, 0xff0000, 0x00ff00, 0x0000ff);

        SampleModel sampleModel = new SinglePixelPackedSampleModel(
            DataBuffer.TYPE_INT, w, h, new int[] { 0xff0000, 0x00ff00, 0x0000ff });
       
        DataBuffer dataBuffer = new DataBufferInt(pixels, w * h);
       
        WritableRaster raster = Raster.createWritableRaster(
            sampleModel, dataBuffer, new Point(0,0));
       
        awtImage = new BufferedImage(colorModel, raster, true, new Hashtable());
Offline castlec

Junior Newbie





« Reply #2 - Posted 2007-07-11 19:04:34 »

Not sure if this will help, but here's code for accessing pixel[] arrays in a BufferedImage quickly, so you don't have to copy from a MemoryImageSource.
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        int w = getWidth();
        int h = getHeight();
        int[] pixels = new int[w * h];
       
        DirectColorModel colorModel =
            new DirectColorModel(24, 0xff0000, 0x00ff00, 0x0000ff);

        SampleModel sampleModel = new SinglePixelPackedSampleModel(
            DataBuffer.TYPE_INT, w, h, new int[] { 0xff0000, 0x00ff00, 0x0000ff });
       
        DataBuffer dataBuffer = new DataBufferInt(pixels, w * h);
       
        WritableRaster raster = Raster.createWritableRaster(
            sampleModel, dataBuffer, new Point(0,0));
       
        awtImage = new BufferedImage(colorModel, raster, true, new Hashtable());



And does that end up being quicker than using the WritableRaster that is supplied by the BufferedImage automatically?  I tried
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int[] pixels = ((DataBufferInt)memImage.getRaster().getDataBuffer()).getData(0);

and it ends up being much slower than the version I have now
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Offline mickleness

Senior Newbie





« Reply #3 - Posted 2007-07-28 07:26:42 »

My two cents:

I recommend never ever touching the DataBuffer of an image.  I explain why here:
http://javagraphics.blogspot.com/2007/04/managed-images.html

I've had good performance with:
bi.getRaster().setDataElements(x,y,w,h,data)

But "good" is a vague word depending on the size of the animation, the minimum system specs of your app, etc.
Offline keldon85

Senior Member


Medals: 1



« Reply #4 - Posted 2007-07-28 09:51:00 »


And does that end up being quicker than using the WritableRaster that is supplied by the BufferedImage automatically?  I tried
It ends up being much faster than what is supplied by BufferedImage automatically. You actually write directly to the pixels[] buffer

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