Miserable text when drawing offscreen images in Java - java

I am stuck (beyond the limits of fun) at trying to fix text quality with offscreen image double buffering.
Screen capture worth a thousand words.
The ugly String is drawn to an offscreen image, and then copied to the paintComponent's Graphics argument.
The good looking String is written directly to the paintComponent's Graphics argument, bypassing the offscreen image.
Both Graphics instances (onscreen and offscreen) are identically setup in terms of rendering quality, antialiasing, and so on...
Thank you very much in advance for your wisdom.
The very simple code follows:
public class AcceleratedPanel extends JPanel {
private Dimension osd; //offscreen dimension
private BufferedImage osi; //offscreen image
private Graphics osg; //offscreen graphic
public AcceleratedPanel() {
super();
}
#Override
public final void paintComponent(Graphics g) {
super.paintComponent(g);
// --------------------------------------
//OffScreen painting
Graphics2D osg2D = getOffscreenGraphics();
setupGraphics(osg2D);
osg2D.drawString("Offscreen painting", 10, 20);
//Dump offscreen buffer to screen
g.drawImage(osi, 0, 0, this);
// --------------------------------------
// OnScreen painting
Graphics2D gg = (Graphics2D)g;
setupGraphics(gg);
gg.drawString("Direct painting", 10, 35);
}
/*
To make sure same settings are used in different Graphics instances,
a unique setup procedure is used.
*/
private void setupGraphics(Graphics2D g) {
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
}
private Graphics2D getOffscreenGraphics() {
//Graphics Acceleration
Dimension currentDimension = getSize();
if (osi == null || !currentDimension.equals(osd)) {
osi = (BufferedImage)createImage(currentDimension.width, currentDimension.height);
osg = osi.createGraphics();
osd = currentDimension;
}
return (Graphics2D) osg;
}
} //End of mistery

You are not drawing your two strings with the same color. The default color for the offscreen Graphics is rgb(0, 0, 0) (that is, pure black), while Swing will set the color of a Graphics object to the look-and-feel’s default color—which, for me on Windows 7, using the default theme, is rgb(51, 51, 51), or dark gray.
Try placing g.setColor(Color.BLACK); in your setupGraphics method, to ensure both strings are drawn with the same color.

Thanks for the replies.
With mentioning DPI, MadProgrammer has lead me to a working fix which I offer here more as workaround than as a 'clean' solution to be proud of. It solves the issue, anyway.
I noticed that while my screen resolution is 2880x1800 (Retina Display), MouseEvent's getPoint() method reads x=1440, y=900 at the lower right corner of the screen. Then, the JPanel size is half the screen resolution, although it covers the full screen.
This seen, the solution is as follows:
first, create an offscreen image matching the screen resolution, not the JPanel.getSize() as suggested in dozens of double buffering articles.
then, draw in the offscreen image applying a magnifying transform, bigger than needed, in particular scaling by r = screen dimension / panel dimension ratio.
finally, copy a down scaled version of the offscreen image back into the screen, applying a shrinking factor of r (or scaling factor 1/r).
The solution implementation is split into two methods:
An ammended version of the initial paintComponent posted earlier,
a helper method getDPIFactor() explained afterwards.
The ammended paintComponent method follows:
public final void paintComponent(Graphics g) {
super.paintComponent(g);
double dpiFactor = getDPIFactor();
// --------------------------------------
//OffScreen painting
Graphics2D osg2D = getOffscreenGraphics();
setupGraphics(osg2D);
//Paint stuff bigger than needed
osg2D.setTransform(AffineTransform.getScaleInstance(dpiFactor, dpiFactor));
//Custom painting
performPainting(osg2D);
//Shrink offscreen buffer to screen.
((Graphics2D)g).drawImage(
osi,
AffineTransform.getScaleInstance(1.0/dpiFactor, 1.0/dpiFactor),
this);
// --------------------------------------
// OnScreen painting
Graphics2D gg = (Graphics2D)g;
setupGraphics(gg);
gg.drawString("Direct painting", 10, 35);
}
To complete the task, the screen resolution must be obtained.
A call to Toolkit.getDefaultToolkit().getScreenResolution() doesn't solve the problem, as it returns the size of a JPanel covering the whole screen. As seen above, this figure doesn't match the actual screen size in physical dots.
The way to get this datum is cleared by Sarge Bosch in this stackoverflow post.
I have adapted his code to implement the last part of the puzzle, getDPIFactor().
/*
* Adapted from Sarge Bosch post in StackOverflow.
* https://stackoverflow.com/questions/40399643/how-to-find-real-display-density-dpi-from-java-code
*/
private Double getDPIFactor() {
GraphicsDevice defaultScreenDevice =
GraphicsEnvironment.getLocalGraphicsEnvironment()
.getDefaultScreenDevice();
// on OS X, it would be CGraphicsDevice
if (defaultScreenDevice instanceof CGraphicsDevice) {
CGraphicsDevice device = (CGraphicsDevice) defaultScreenDevice;
// this is the missing correction factor.
// It's equal to 2 on HiDPI a.k.a. Retina displays
int scaleFactor = device.getScaleFactor();
// now we can compute the real DPI of the screen
return scaleFactor * (device.getXResolution() + device.getYResolution()) / 2
/ Toolkit.getDefaultToolkit().getScreenResolution();
} else
return 1.0;
}
This code solves the issue for Mac Retina displays, but I am affraid nowhere else, since CGraphicsDevice is an explicit mention to a proprietary implementation of GraphicsDevice.
I do not have other HDPI hardware with which to play around to have a chance to offer a wider solution.

Related

Java AffineTransform working differently on different systems

I have started using AffineTransform to rotate text I'm drawing with Graphics2D and I noticed it would sometimes work fine and other times it wouldn't when I just realized that it works always as expected on my Windows 7 PC but never on my Windows 10 laptop.
I use Java 15.0.1 on both systems.
Here is a small test case to show you my point:
import javax.swing.*;
import java.awt.*;
import java.awt.geom.AffineTransform;
public class AffineTransformTest extends JPanel {
private static final int SIZE = 40;
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
int centerX = getWidth()/2;
int centerY = getHeight()/2;
g2.setColor(Color.BLACK);
g2.drawRect(centerX - SIZE/2, centerY - SIZE/2, SIZE, SIZE);
AffineTransform at = g2.getTransform();
at.setToRotation(Math.toRadians(45),centerX, centerY);
g2.setTransform(at);
g2.setColor(Color.RED);
g2.drawRect(centerX - SIZE/2, centerY - SIZE/2, SIZE, SIZE);
}
public static void main(String[] args) {
JFrame frame = new JFrame();
AffineTransformTest test = new AffineTransformTest();
frame.setContentPane(test);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300,300);
frame.setVisible(true);
}
}
The black rectangle is a regular one centered in the middle of the JPanel.
The red rectangle is drawn after a 45° rotation and is supposed to share the same center as the black one (as shown on the first picture).
My laptop however produces the result shown on the second picture.
Expected result - Windows 7 |
Incorrect result - Windows 10
How can this be?
This is likely because you are violating the contract of the paintComponent() method, where the Javadoc states
If you override this in a subclass you should not make permanent
changes to the passed in Graphics. For example, you should not alter
the clip Rectangle or modify the transform. If you need to do these
operations you may find it easier to create a new Graphics from the
passed in Graphics and manipulate it.
So maybe subtle differences between the Windows 7 and Windows 10 native implementations of the UI is why one breaks and the other doesn't.
To see if this is indeed the cause, try changing the line Graphics2D g2 = (Graphics2D)g; to Graphics2D g2 = (Graphics2D)g.create(); which will make a clone of the Graphics object and leave the original unchanged.
Edit to clarify the correct answer:
The issue was caused by the at.setToRotation call clearing the default scaling transform on the graphics context after drawing the black square and before drawing the rotated red square. The recommended solution is to call the rotate(theta,x,y) form of the method directly on the Graphics2D object which preserves the existing scale transform.

Java draw to Graphics in own thread, outside EDT?

I am coding a Swing Application, it uses Apache PDFBox to draw a PDF page to the Graphics2D object of a JPanel in the paintComponent method. The drawing takes a while, so when my application needs to display many PDF pages simultaneously, it get's slow and laggy. I know, since the JPanel I draw the PDF page to is part of the GUI, it needs to be drawn in the Event Dispatch Thread. But is there absolutely no possibility to draw each JPanel in an own thread? Like using SwingWorker or so?
Example code (simplified):
public class PDFPanel extends JPanel {
#Override
protected void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
Graphics2D g2 = (Graphics2D) graphics;
int scale = 1; // (simplified this line)
g2.setColor(getBackground());
g2.fillRect(0, 0, getWidth(), getHeight());
try {
pdfRenderer.renderPageToGraphics(pageNumber, g2, (float) scale, (float) scale);
} catch (IOException e) {
e.printStackTrace();
}
}
}
Use a BufferedImage image field. It has a method createGraphics() where you can draw to. Afterward call Graphics.dispose() to clean up resources.
Then in paintComponent check the availability of the image, for displaying it.
The rendering can be done in a Future, SwingWorker or whatever. You are right that heavy operations should never be done in paintComponent especially as it may be called repeatedly.
Better launch the rendering in the constructor, or in your controller.
BufferedImage image = new BufferedImage(getWidth(), getHeight(),
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = image.createGraphics();
try {
pdfRenderer.renderPageToGraphics(pageNumber, g2, (float) scale, (float) scale);
} finally {
g2d.dispose();
}
Initially width and height are not filled, so better use width and height from the PDF. Also not that a Graphics2D allows scaling; you could easily add zooming.
How to atomically handle passing the rendered image is probably clear.

How do I avoid "anti-aliasing effect" when creating a PGraphics object that's smaller than the window, then scale it up to the windows size?

When ran, the program displays a 3D sphere rendered in a P3D environment in the PGraphics object 'g', which is shown by taking the rendered PGraphics object and displaying it through the image() method in the main graphics context, which happens to be P2D.
The purpose of the program is to show how window size doesn't always correlate with render size. If you play an old Widows98 game in full screen, the game most likely will be rendered at 480p no matter what, so taking it into full screen just decreases the pixels per inch, plus making the image appear blurry. Which is fine, since fullscreen at 480p is preferred over windowed mode ( esp. if you're on 4K X_X )
the mouse's y position in the window changes the 3d camera's field of view, and the x position changes the rendering resolution of the P3D context used to display the sphere. Additionally, the P3D context is drawn in the main (P2D) context through the image() method, and is 'forcefully'. displayed at the size of the window. So if the P3D render resolution is smaller than the window, then it will start to look blurry and more pixelated, and if the render resolution is larger, you get a strange sharpening effect.
Now, my program works fine as it is, but. Another purpose of the program is shadowed by this issue, it's how the 'crispness' of the sphere fades as the render resolution decreases. You might say that it's clearly shown, but what I'm looking for is an image where there is no "anti-alias" effect going on. I want the image to preserve the pixels as the resolution gets smaller, so you can see the actual shape of the sphere at say, 50 x 50 pixels.
The noSmooth() method doesn't seem to work, and before you tell me to just do
g.loadPixels();
and then do a double for loop to draw the raw pixels to the 2d context. No, it's sloppy. I know that there must be some reason why this blurring is going on. I'm hoping that it's the image() method and that I should be using a different method or I should add another method before it to remove image blurring.
PGraphics g;
void setup(){
size(1000,1000,P2D);
frameRate(1000);
noSmooth();
}
void draw(){
background(200);
float res = map(mouseX,0,width,0.75,128);
if (res==0) {
res=1;
}
g = createGraphics((int)(width/res),(int)(height/res),P3D);
g.noSmooth(); // is this thing working?????
float cameraZ = ((height/2.0) / tan(PI*60.0/360.0));
g.beginDraw();
g.perspective(radians(map(mouseY,0,height,0.1,160)), width/height, cameraZ/10.0, cameraZ*10.0);
g.camera(g.width/2.0, g.height/2.0, (height/2.0) / tan(PI*30.0 / 180.0), g.width/2.0, g.height/2.0, 0, 0, 1, 0);
g.background(200);
g.translate(g.width/2 ,g.height/2);
g.sphere(100);
g.endDraw();
image(g, 0, 0, width, height); // this is where it all comes together
text("rendering resolution: "+g.width+" x "+g.height,0,14);
text("fps: "+frameRate,0,14*2);
}
Replace g.noSmooth() with ((PGraphicsOpenGL)g).textureSampling(2);
Credits go to Vallentin as I oddly enough had the same question with the P3D renderer
(Edit: This solution fixes the problem in the default renderer, but the OP is using the P2D renderer. The solution should be similar, so if somebody knows how to change the image interpolation mode in opengl, that's the answer.)
This is not really caused by anti-aliasing. It's caused by image scaling.
Also, it's much easier to help if you provide a MCVE, like this one:
PGraphics buffer;
void setup() {
size(1000, 1000);
buffer = createGraphics(100, 100);
buffer.noSmooth();
buffer.beginDraw();
buffer.background(255);
buffer.line(0, 0, width, height);
buffer.endDraw();
}
void draw() {
background(0);
image(buffer, 0, 0, mouseX, mouseY);
}
This code exhibits the same problem, but it's much easier to understand and work with.
Anyway, tracing through Processing's code, we can see that the image() function eventually calls the imageImpl() function in the PGraphics class here.
This function then draws your image using this code:
beginShape(QUADS);
texture(img);
vertex(x1, y1, u1, v1);
vertex(x1, y2, u1, v2);
vertex(x2, y2, u2, v2);
vertex(x2, y1, u2, v1);
endShape();
The endShape() function is then implemented in the renderer, specifically the PGraphicsJava2D class, which calls the drawShape() function here:
protected void drawShape(Shape s) {
if (fillGradient) {
g2.setPaint(fillGradientObject);
g2.fill(s);
} else if (fill) {
g2.setColor(fillColorObject);
g2.fill(s);
}
if (strokeGradient) {
g2.setPaint(strokeGradientObject);
g2.draw(s);
} else if (stroke) {
g2.setColor(strokeColorObject);
g2.draw(s);
}
}
Finally, that shows us that the Graphics2D.fill() function is being called, which is what actually draws your function.
The "problem" is that Graphics2D.fill() is scaling your image using an algorithm that causes some blurriness. We can consult the Java API and Google to figure out how to fix that though.
Specifically, this tutorial shows you how to set various rendering hints to change the scaling algorithm. We can use that in Processing like this:
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import processing.awt.PGraphicsJava2D;
PGraphics buffer;
void setup() {
size(1000, 1000);
buffer = createGraphics(100, 100);
buffer.noSmooth();
buffer.beginDraw();
buffer.background(255);
buffer.line(0, 0, width, height);
buffer.endDraw();
}
void draw() {
if (mousePressed) {
Graphics2D g2d = ((PGraphicsJava2D)g).g2;
g2d.setRenderingHint(
RenderingHints.KEY_INTERPOLATION,
RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);
}
background(0);
image(buffer, 0, 0, mouseX, mouseY);
}
First, we import the classes we're going to need. Then we get to the Graphics2D instance in the renderer, and finally we call its setRenderingHint() function. I wrapped it in an if(mousePressed) so you could easily see the difference. When you click the mouse, interpolation is set to nearest neighbor, and you no longer see the blurriness.
Also notice that my code uses the g variable that's inherited from the PApplet superclass, so you would have to change your g variable so it's no longer hiding it.

Slow Java2D Drawing on Integrated Graphics

I'm working on a simple 2D game, rendering via the Java2D API. I've noticed that when I try to draw on integrated graphics card the performance crashes.
I've tested this game on both my main rig with a newer ATI Radeon and my 5 year old laptop which also has an (incredibly antiquated) Radeon. On both I get good FPS, but when I try to use my Intel i5's onboard HD 4000 graphics, it crawls at around 20 FPS.
I'm using Full Screen Exclusive mode.
At any given moment, I am rendering approximately 1000 images at once.
Annoyingly, when I try to getAvailableAcceleratedMemory() it just returns -1 for this card, and it seems to refuse to accelerate any images.
Does anyone have any ideas how to fix this issue?
Rendering code:
Graphics g = bufferStrategy.getDrawGraphics();
g.drawImage(img, x, y, img.getWidth(), img.getHeight(), null)
g.dispose();
bufferStrategy.show();
Image Loading code:
BufferedImage I = null;
I = ImageIO.read(new File(currentFolder+imgPath));
imgMap.put(imgIdentifier, I);
The images are stored in a hashmap of BufferedImages identified by strings, so when an entity needs to draw and image it just gets it out of the hashmap and draws it. In the current case, the entities are mostly floor and wall tiles, so they never change (and thus don't have to get the image from the hashmap other than the very first time).
EDIT - I've incorporated MadProgrammer's method, but it didn't change my FPS.
This is an example of converting an image to a compatiable image...not an answer in of itself
This is some of the library code that I use...
public static BufferedImage createCompatibleImage(BufferedImage image) {
BufferedImage target = createCompatibleImage(image, image.getWidth(), image.getHeight());
Graphics2D g2d = target.createGraphics();
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return target;
}
public static BufferedImage createCompatibleImage(BufferedImage image,
int width, int height) {
return getGraphicsConfiguration().createCompatibleImage(width, height, image.getTransparency());
}
public static GraphicsConfiguration getGraphicsConfiguration() {
return GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
}
I would do something like...
I = createCompatibleImage(ImageIO.read(new File(currentFolder+imgPath)));
imgMap.put(imgIdentifier, I);

Java Swing rotate and zoom

I have a JPanel surrounded with JScrollPane. This JPanel is used to display an image. I need to provide functionality like zoomIn, zoomOut, clockwiseRotate and antiClockwiseRotate. All these functionalities are working fine individually. For zoom, I call scale of graphics object. It happens on top left to bottom right basis. For rotation, I reset the scale, and translate, rotate & translate back the graphics object. But when I combine zoom with rotate, it behaves differently. For instance, I rotate clockwise and the image gets rotated to 1.57079633 radians (approx 90 degree). Now when I press zoom, the image gets zoomed but the zooming happens based on top right and bottom left basis instead of top left and bottom right basis. If I again rotate the image in clockwise direction, I reset the zoom, that is I scale the image to its original size and call translate, rotate and translate back on graphics object. Now if I press zoom again, it zooms in based on bottom right and top left basis.
Hence the problem is the Image's coordinates are not getting changed when panels coordinates are changed. Can somebody help me out in changing the coordinates of the image?
public void paint(Graphics g)
{
Graphics2D g2d = (Graphics2D)g;
g2d.translate((tempWidth/2), (tempHeight/2));
g2d.rotate(m_rotate);
g2d.translate(-(tempWidth/2), -(tempHeight/2));
g2d.scale(m_zoom, m_zoom);
if(this.image != null && this.image.getHeight(null) > 0)
{
g2d.drawImage(this.image, 0, 0,302,312,this);
}
else
{
g2d.drawString("View Image Here!. ", 20, 20);
}
}
Thanks for your help. It made me think in a new dimension which helped me to solve the issue. All I did is just scaling the image before rotating and it runs well now.
public void paint(Graphics g)
{
Graphics2D g2d = (Graphics2D)g;
g2d.scale(m_zoom, m_zoom);//This is what made the magic
g2d.translate((tempWidth/2), (tempHeight/2));
g2d.rotate(m_rotate);
g2d.translate(-(tempWidth/2), -(tempHeight/2));
/*g2d.scale(m_zoom, m_zoom); removed this and placed above */
if(this.image != null && this.image.getHeight(null) > 0)
{
g2d.drawImage(this.image, 0, 0,302,312,this);
}
else
{
g2d.drawString("View Image Here!. ", 20, 20);
}
}

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