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  Direct 2D pixels manipulation  (Read 614 times)
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Offline Egraynn

Junior Newbie





« Posted 2013-10-11 09:54:37 »

Hello, I recently started to search for high FPS 2D screen pixels manipulation, and realized I needed something faster than java2D. The big bottleneck is the permanent transfer between cpu memory and video card memory, especially for a full screen high resolution buffer. Until recently I worked on a 2D/3D creation software. It didn't need high FPS but needed high quality and totally pixel controlled results (for the 2D creation part). I see in many posts that direct pixel manipulation is kind of discouraged by experienced posters. Well for now I would like to manipulate pixels anyway, and later learn other ways to do fast rendering. But I didn't find a very clear example that does just that. I'm a little lost with the PBO / pbuffers /frame buffers usage. Here is a short class that just draws a random color on each pixel and shows FPS for java2D.

My question is what would be the equivalent code if I used LWJGL?

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import java.awt.AWTException;
import java.awt.BufferCapabilities;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.ImageCapabilities;
import java.awt.BufferCapabilities.FlipContents;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.Random;

import javax.swing.JFrame;

public class Test
{ private final static GraphicsDevice screen = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
  private final static Random random = new Random(System.currentTimeMillis());

  public static void main(String[] args)
  { System.setProperty("sun.java2d.opengl", "true");
    final JFrame f = new JFrame("TEST");
    f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    f.setUndecorated(true);
    f.setResizable(false);
    f.setIgnoreRepaint(true);
    screen.setFullScreenWindow(f);
    f.addKeyListener(new KeyListener()
    { public void keyPressed(KeyEvent e) {System.exit(0);}
      public void keyReleased(KeyEvent e) {}
      public void keyTyped(KeyEvent e) {}
    });
    final int w = f.getWidth(), h = f.getHeight();
    try {f.createBufferStrategy(2, new BufferCapabilities(new ImageCapabilities(true), new ImageCapabilities(true), FlipContents.UNDEFINED));}
    catch (AWTException e) {e.printStackTrace();}
    final BufferStrategy s = f.getBufferStrategy();
    final BufferedImage img = screen.getDefaultConfiguration().createCompatibleImage(w, h);
    final int[] pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
    long time = 0, frames = 0;
    final long start = System.currentTimeMillis();
    while (true) try
    { final Graphics g = s.getDrawGraphics();
      for (int k = w*h; k-->0;) pixels[k] = random.nextInt();
      g.drawImage(img, 0, 0, null);
      time = System.currentTimeMillis()-start;
      frames++;
      if (time>0)
      { String m = "FPS : "+(frames*1000.0/time); int sw = g.getFontMetrics().stringWidth(m);
        g.setColor(Color.BLACK); g.fillRect((w-sw)/2, h/2-20, sw, 30);
        g.setColor(Color.WHITE); g.drawString(m, (w-sw)/2, h/2);
      }
      s.show();
      g.dispose();
    }
    catch (Exception e)
    { e.printStackTrace();
      System.exit(0);
    }
  }
}
Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #1 - Posted 2013-10-11 10:51:44 »

Some shaders and a data buffer of some sorts. OpeGL is pretty much all direct pixel manipulation, you can do anything you want.

Offline Egraynn

Junior Newbie





« Reply #2 - Posted 2013-10-11 11:11:29 »

Sounds great ! Do you have any example / link available on this subject ? (Trust me I tried to find it but I'm completely lost right now)
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Offline davedes
« Reply #3 - Posted 2013-10-11 12:47:22 »

https://github.com/mattdesl/lwjgl-basics/wiki/Shaders

Offline Danny02
« Reply #4 - Posted 2013-10-11 12:48:12 »

Some time ago I read Jon Carmack tweeting, that in most cases it seems that rendering pixel sized quads is the fastest way.
I would personally also try rendering of pointclouds. Pack the sparse pixels very tidy 48bit(?) and it should be quite fast.
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