Java: how to do double-buffering in Swing?
Solution 1:
---- Edited to address per pixel setting ----
The item blow addresses double buffering, but there's also an issue on how to get pixels into a BufferedImage
.
If you call
WriteableRaster raster = bi.getRaster()
on the BufferedImage
it will return a WriteableRaster
. From there you can use
int[] pixels = new int[WIDTH*HEIGHT];
// code to set array elements here
raster.setPixel(0, 0, pixels);
Note that you would probably want to optimize the code to not actually create a new array for each rendering. In addition, you would probably want to optimized the array clearing code to not use a for loop.
Arrays.fill(pixels, 0xFFFFFFFF);
would probably outperform your loop setting the background to white.
---- Edited after response ----
The key is in your original setup of the JFrame and inside the run rendering loop.
First you need to tell SWING to stop Rasterizing whenever it wants to; because, you'll be telling it when you're done drawing to the buffered image you want to swap out in full. Do this with JFrame's
setIgnoreRepaint(true);
Then you'll want to create a buffer strategy. Basically it specifies how many buffers you want to use
createBufferStrategy(2);
Now that you tried to create the buffer strategy, you need to grab the BufferStrategy
object as you will need it later to switch buffers.
final BufferStrategy bufferStrategy = getBufferStrategy();
Inside your Thread
modify the run()
loop to contain:
...
move();
drawSqure(bi1);
Graphics g = bufferStrategy.getDrawGraphics();
g.drawImage(bi1, 0, 0, null);
g.dispose();
bufferStrategy.show();
...
The graphics grabbed from the bufferStrategy will be the off-screen Graphics
object, when creating triple buffering, it will be the "next" off-screen Graphics
object in a round-robin fashion.
The image and the Graphics context are not related in a containment scenario, and you told Swing you'd do the drawing yourself, so you have to draw the image manually. This is not always a bad thing, as you can specify the buffer flipping when the image is fully drawn (and not before).
Disposing of the graphics object is just a good idea as it helps in garbage collection. Showing the bufferStrategy
will flip buffers.
While there might have been a misstep somewhere in the above code, this should get you 90% of the way there. Good luck!
---- Original post follows ----
It might seem silly to refer such a question to a javase tutorial, but have you looked into BufferStrategy
and BufferCapatbilites
?
The main issue I think you are encountering is that you are fooled by the name of the Image. A BufferedImage
has nothing to do with double buffering, it has to do with "buffering the data (typically from disk) in memory." As such, you will need two BufferedImages if you wish to have a "double buffered image"; as it is unwise to alter pixels in image which is being shown (it might cause repainting issues).
In your rendering code, you grab the graphics object. If you set up double buffering according to the tutorial above, this means you will grab (by default) the off-screen Graphics
object, and all drawing will be off-screen. Then you draw your image (the right one of course) to the off-screen object. Finally, you tell the strategy to show()
the buffer, and it will do the replacement of the Graphics context for you.
Solution 2:
Generally we use Canvas class which is suitable for animation in Java. Anyhoo, following is how you achieve double buffering:
class CustomCanvas extends Canvas {
private Image dbImage;
private Graphics dbg;
int x_pos, y_pos;
public CustomCanvas () {
}
public void update (Graphics g) {
// initialize buffer
if (dbImage == null) {
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint (dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
}
public void paint (Graphics g)
{
g.setColor (Color.red);
g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius);
}
}
Now you can update the x_pos and y_pos from a thread, followed by the 'repaint' call on the canvas object. The same technique should work on a JPanel as well.
Solution 3:
What you want is basically impossible in windowed mode with Swing. There is no support for raster synchronization for window repaints, this is only available in fullscreen mode (and even then may not be supported by all platforms).
Swing components are double-buffered by default, that is they will do all the rendering to an intermediate buffer and that buffer is then finally copied to the screen, avoiding flicker from background clearing and then painting on top of it. And thats the only strategy that is reasonable well supported on all underlying platforms. It avoids only repaint flickering, but not visual tearing from moving graphic elements.
A reasonably simple way of having access to the raw pixels of an area fully under you control would be to extend a custom component from JComponent and overwrite its paintComponent()-method to paint the area from a BufferedImage (from memory):
public class PixelBufferComponent extends JComponent {
private BufferedImage bufferImage;
public PixelBufferComponent(int width, int height) {
bufferImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
setPreferredSize(new Dimension(width, height));
}
public void paintComponent(Graphics g) {
g.drawImage(bufferImage, 0, 0, null);
}
}
You can then manipulate you buffered image whichever way you desire. To get your changes made visible on screen, simply call repaint() on it. If you do the pixel manipulation from a thread other than the EDT, you need TWO buffered images to cope with race conditions between the actual repaint and your manipulation thread.
Note that this skeleton will not paint the entire area of the component when used with a layout manager that stretches the component beyond its preferred size.
Note also, the buffered image approach mostly only makes sense if you do real low level pixel manipulation via setRGB(...) on the image or if you directly access the underlying DataBuffer directly. If you can do all the manipulations using Graphics2D's methods, you could do all the stuff in the paintComponent method using the provided graphics (which is actually a Graphics2D and can be simply casted).
Solution 4:
Here's a variation in which all drawing takes place on the event dispatch thread.
Addendum:
Basically, I need to constantly modify a lot pixels in a
BufferedImage
…
This kinetic model illustrates several approaches to pixel animation.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import java.awt.image.BufferedImage;
/** @see http://stackoverflow.com/questions/4430356 */
public class DemosDoubleBuffering extends JPanel implements ActionListener {
private static final int W = 600;
private static final int H = 400;
private static final int r = 80;
private int xs = 3;
private int ys = xs;
private int x = 0;
private int y = 0;
private final BufferedImage bi;
private final JLabel jl = new JLabel();
private final Timer t = new Timer(10, this);
public static void main(final String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DemosDoubleBuffering());
frame.pack();
frame.setVisible(true);
}
});
}
public DemosDoubleBuffering() {
super(true);
this.setLayout(new GridLayout());
this.setPreferredSize(new Dimension(W, H));
bi = new BufferedImage(W, H, BufferedImage.TYPE_INT_ARGB);
jl.setIcon(new ImageIcon(bi));
this.add(jl);
t.start();
}
@Override
public void actionPerformed(ActionEvent e) {
move();
drawSquare(bi);
jl.repaint();
}
private void drawSquare(final BufferedImage bi) {
Graphics2D g = bi.createGraphics();
g.setColor(Color.white);
g.fillRect(0, 0, W, H);
g.setColor(Color.blue);
g.fillRect(x, y, r, r);
g.dispose();
}
private void move() {
if (!(x + xs >= 0 && x + xs + r < bi.getWidth())) {
xs = -xs;
}
if (!(y + ys >= 0 && y + ys + r < bi.getHeight())) {
ys = -ys;
}
x += xs;
y += ys;
}
}