在Java中绘制虚线时的性能问题

时间:2017-11-03 18:57:25

标签: java drawing

使用以下代码,我可以画一条虚线:

public void foo(Graphics2D g2d, Shape shape)
{
    Stroke stroke = BasicStroke(1, BasicStroke.CAP_BUTT, BasicStroke.JOIN_BEVEL, 10, new float[]{10}, 0);

    g2d.setStroke(stroke);

    g2d.draw(shape);
}

创建一个形状后,我希望能够缩放该形状(最多20 000次)。我遇到的问题是,当我在形状上放大太多时,应用程序开始滞后,如果我继续缩放,最终会崩溃。

简单来说,我没有问题。

因此,我的问题如下:有没有办法用虚线绘制非常大的形状(例如:一个200 000像素乘300 000像素的矩形)?

谢谢。

编辑:

这是一个简短的例子,我可以重现我的问题:

import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Shape;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

import javax.swing.JFrame;
import javax.swing.JPanel;

class Scale
{
    private static int _scale = 1;

    public static int getScale()
    {
        return _scale;
    }

    public static void setScale(int scale)
    {
        _scale = scale;
    }
}

class Surface extends JPanel implements ActionListener
{
    private static Surface _surface;

    boolean isBlue = false;

    private Surface()
    {
    }

    public static Surface getInstance()
    {
        if (_surface == null)
        {
            _surface = new Surface();
        }

        return _surface;
    }

    private void doDrawing(Graphics g)
    {
        Shape rectangle = new Rectangle(0, 0, 600 * Scale.getScale(), 400 * Scale.getScale());
        Graphics2D g2d = (Graphics2D) g.create();

        g2d.setColor(Color.blue);

        Stroke stroke = new BasicStroke(10, BasicStroke.CAP_BUTT, BasicStroke.JOIN_BEVEL, 10.0f, new float[]{10.0f}, 0);
        g2d.setStroke(stroke);

        // Adding a clip don't seem to do the trick :(
        g2d.clip(new Rectangle(0, 0, 100, 100));

        long startTime = System.nanoTime();
        g2d.draw(rectangle);
        long elapseTime = System.nanoTime() - startTime;

        // Printing the time it took each time I render my shape. As the size increase, the time increase. If the shape decrease, the time decrease as well.
        System.out.println(elapseTime);

        g2d.dispose();
    }

    @Override
    public void paintComponent(Graphics g)
    {
        super.paintComponent(g);
        doDrawing(g);
    }

    @Override
    public void actionPerformed(ActionEvent e)
    {
        repaint();
    }
}

public class MainFrame extends JFrame implements KeyListener
{
    public MainFrame()
    {
        initUI();

        setFocusable(true);
        addKeyListener(this);
    }

    public static void main(String[] args)
    {

        EventQueue.invokeLater(new Runnable()
        {
            @Override
            public void run()
            {
                MainFrame ex = new MainFrame();
                ex.setVisible(true);
            }
        });
    }

    private void initUI()
    {
        final Surface surface = Surface.getInstance();
        add(surface);

        setTitle("My boggus apps");
        setSize(600, 400);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }


    @Override
    public void keyTyped(final KeyEvent e)
    {

    }

    @Override
    public void keyPressed(final KeyEvent e)
    {
        int key = e.getKeyCode();

        if (key == KeyEvent.VK_UP)
        {
            Scale.setScale(Scale.getScale() * 2);

            if (Scale.getScale() > 200000)
            {
                Scale.setScale(200000);
            }

            Surface.getInstance().repaint();
        }
        else if (key == KeyEvent.VK_DOWN)
        {
            Scale.setScale(Scale.getScale() / 2);

            if (Scale.getScale() < 1)
            {
                Scale.setScale(1);
            }

            Surface.getInstance().repaint();
        }
        else
        {
            System.out.println(key);
        }
    }

    @Override
    public void keyReleased(final KeyEvent e)
    {

    }
}

2 个答案:

答案 0 :(得分:2)

对于带有虚线笔划的长行,渲染性能不佳是AWT Graphics2D和JavaFX 2中一个已知且尚未解决的问题:

Java 8u152和9.0.1中仍未解决。但是,9.0.1中的性能略好一些(在我的一个测试9.0.1和8u152中,大约1.5s与4.0s)。

背景: 长虚线分解为它们包含的每个短划线,即使这些短划线都没有触及剪切区域。

已知但主要是不满意的解决方法:

  1. 使用实线。 (并没有真正解决问题)
  2. 使用剪辑rect手动计算线的交叉点。仅将剪辑中的短可见部分绘制为新的Line2D。丢弃甚至不接触剪辑的线条。 (复杂,仅限于Rectangle2D或Line2D等简单案例,不适用于一般形状)
  3. 使用带有纹理涂料的实线,例如棋盘格或网格。 (容易,非常依赖于角度,没有精确的破折号,莫尔效应)

答案 1 :(得分:0)

以下是根据路径的性质使用区域相交或线/矩形相交的解决方案。这不是理想的解决方案,因为它无法正确地将虚线放置在比剪切区域大得多的路径上。但是,它将这些情况降到最低。

private void drawLimited(Shape primitive, Graphics2D canvas) {
    if (!(canvas.getStroke() instanceof BasicStroke) || ((BasicStroke) canvas.getStroke()).getDashArray() == null) {
        // draw normally
        canvas.draw(primitive);
        return;
    }

    Rectangle r = canvas.getClipBounds();
    // use a large padding to exclude all but the worst performance cases
    int pad = Ints.max(canvas.getStroke() instanceof BasicStroke ? (int) Math.ceil(((BasicStroke) canvas.getStroke()).getLineWidth()) : 5,
            r.width * 50, r.height * 50);
    Rectangle paddedClip = new Rectangle(r.x - pad, r.y - pad,
            r.width + 2 * pad, r.height + 2 * pad);

    Shape toDraw = intersectPath(paddedClip, primitive);
    if (toDraw != null) {
        canvas.draw(toDraw);
    }
}

private static @Nullable Shape intersectPath(Rectangle2D rectangle, Shape path) {
    Rectangle2D r2 = path.getBounds2D();

    if (r2.getWidth() == 0 && r2.getHeight() == 0) {
        return null;
    } else if (rectangle.contains(r2)) {
        return path;
    }

    if (r2.getWidth() == 0 || r2.getHeight() == 0) {
        // we have a flat shape, so area intersection doesn't work -- this is not precisely correct for multi-part paths, but close enough?
        path = new Line2D.Double(r2.getMinX(), r2.getMinY(), r2.getMaxX(), r2.getMaxY());
    }

    if (path instanceof Line2D.Double) {
        Line2D line = (Line2D) path;
        return line.intersects(rectangle) ? intersect(line, rectangle) : null;
    } else {
        Area a = new Area(rectangle);
        a.intersect(new Area(path));
        return a;
    }
}

private static @Nullable Line2D.Double intersect(Line2D.Double l, Rectangle2D r) {
    if (r.contains(l.getP1()) && r.contains(l.getP2())) {
        return l;
    }

    // parameterize line as x=x1+t*(x2-x1), y=y1+t*(y2-y1), so line is between 0 and 1
    // then compute t values for lines bounding rectangles, and intersect the three intervals
    // [0,1], [tx1,tx2], and [ty1,ty2]
    double tx1 = l.x1 == l.x2 ? (between(l.x1, r.getMinX(), r.getMaxX()) ? 0 : -1) : (r.getMinX() - l.x1) / (l.x2 - l.x1);
    double tx2 = l.x1 == l.x2 ? (between(l.x1, r.getMinX(), r.getMaxX()) ? 1 : -1) : (r.getMaxX() - l.x1) / (l.x2 - l.x1);
    double ty1 = l.y1 == l.y2 ? (between(l.x1, r.getMinY(), r.getMaxY()) ? 0 : -1) : (r.getMinY() - l.y1) / (l.y2 - l.y1);
    double ty2 = l.y1 == l.y2 ? (between(l.x1, r.getMinY(), r.getMaxY()) ? 1 : -1) : (r.getMaxY() - l.y1) / (l.y2 - l.y1);

    double t0 = max(0, min(tx1, tx2), min(ty1, ty2));
    double t1 = min(1, max(tx1, tx2), max(ty1, ty2));

    return t0 > t1 ? null : new Line2D.Double(l.x1 + t0 * (l.x2 - l.x1), l.y1 + t0 * (l.y2 - l.y1),
            l.x1 + t1 * (l.x2 - l.x1), l.y1 + t1 * (l.y2 - l.y1));
}

private static boolean between(double x, double t0, double t1) {
    return x >= t0 ? x <= t1 : x >= t1;
}