如何在 jframe 中使用 bufferedimage 进行图像渲染?
How to do image rendering using bufferedimage in a jframe?
我正在尝试渲染一组复杂的对象,而不是尝试单独渲染每个对象,我认为将它们渲染为 BufferedImage 会更快。我能弄清楚如何做到这一点的唯一方法是将 BufferedImage 转换为 ImageIcon,并将其设置为 JLabel,然后将 JLabel 添加到 JFrame。为了更新图像,我删除了 JLabel,使用新的 BufferedImage 对其进行设置,然后将其重新添加到 JFrame。这会使屏幕快速闪烁,因为您可以在每次渲染之间看到一个空框。如果我不删除标签,程序运行会非常慢。我该如何解决?我应该使用 JLabel 还是有更好的方法?
public static void createWindow() {
frame = new JFrame("PlanetSim");
frame.setPreferredSize(new Dimension(WINDOW_X, WINDOW_Y));
frame.setMaximumSize(new Dimension(WINDOW_X, WINDOW_Y));
frame.setMinimumSize(new Dimension(WINDOW_X, WINDOW_Y));
foregroundLabel = new JLabel(new ImageIcon(foreground));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(foregroundLabel);
frame.pack();
frame.setVisible(true);
}
public static void setForeground() {
frame.getContentPane().remove(foregroundLabel);
foregroundLabel = new JLabel(new ImageIcon(foreground));
frame.getContentPane().add(foregroundLabel);
frame.pack();
}
我怀疑问题与循环本身有关,但为了以防万一,我还是将其包括在内。
public void run() {
long lastTime = System.nanoTime(), now; //keeps track of time on computer in nanoseconds
double amountOfTicks = 60.0; //number of ticks per rendering
double delta = 0; //time step
long timer = System.currentTimeMillis(); //timer to display FPS every 1000 ms
int frames = 0;
while (running) {
now = System.nanoTime();
delta += (now - lastTime) * amountOfTicks / 1000000000;
lastTime = now;
while(delta >= 1) {
tick();
delta--;
}
if (running)
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
}
public void render() {
populateWindow();
Window.setForeground();
}
frame.getContentPane().remove(foregroundLabel);
foregroundLabel = new JLabel(new ImageIcon(foreground));
frame.getContentPane().add(foregroundLabel);
frame.pack();
我建议不需要 remove/add 标签或包装框架,因为我认为每次图标的大小都相同。
您只需更换标签的图标即可。
//frame.getContentPane().remove(foregroundLabel);
foregroundLabel.setIcon( new ImageIcon(foreground) );
//frame.getContentPane().add(foregroundLabel);
//frame.pack();
I am trying to render a complicated set of objects, and instead of trying to render each object individually, I thought it would be faster to render them as a BufferedImage
否则只需在 paintComponent()
方法中进行渲染。默认情况下,Swing 是双缓冲的,因此它基本上消除了创建 BufferedImage 的需要。
有关自定义绘画的示例,请参阅: