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  Win32 GDI PatBlt equivalent in Java (awt)?  (Read 3857 times)
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Offline loom_weaver

JGO Coder

Medals: 17

« Posted 2010-10-25 19:08:33 »

Hello everyone,

In my game I'm using Swing/awt (think of a graphical rogue-like) and I draw hundreds of character glyphs of various size onto a canvas.  To speed things up I've created BufferedImages for all possible sizes (4pt to 128pt) of each glyph.  The different sizes are a must for what I'm trying to do.  Then during paintComponent() I draw the glyph using Graphics2D.drawImage(BufferedImage, ...).

This has worked pretty good (much faster than drawText) and I'm happy with the performance.  Here's my problem though.

I also want to be able to paint each glyph in different colors (e.g. shades due to lighting or using the same glyph but different color for different monsters).  Ideally I would have a black and white bitmap for the glyph of a certain size and then I could combine it with the color I want and PatBlt it to the destination.  PatBlt (of the Win32 GDI) would be perfect but I cannot find a Java equivalent.

Note that my game is a windowed application and there are lots of auxiliary windows.  Thus using a 2D framework is pretty much out of the question unless it can run in windowed mode.  Swing/awt solutions are preferred.

Any ideas?
Offline gouessej
« Reply #1 - Posted 2010-10-25 22:41:51 »

Have a look at an old version of the text renderer of JOGL. I remember that the first version uses a lot of Java2D/AWT things, you could modify it in order to use only plain Java without OpenGL.

Julien Gouesse | Personal blog | Website | Jogamp
Offline pjt33

« JGO Spiffy Duke »

Medals: 40
Projects: 4
Exp: 7 years

« Reply #2 - Posted 2010-10-27 12:43:54 »

Graphics2D.drawImage is overloaded. I think you'll be able to do what you want if you use the overload which takes a BufferedImageOp.
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