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java缓冲图像在放大到超过8k像素时占用cpu

当将缓冲图像从1920 x 224缩放到8777 x 1024并以30 fps的速度绘制时,我遇到了cpu占用完整处理器的问题

我试着只显示jpanel的高度和宽度

drawImage(img, dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2, observer)

但仍然是cpu的主要峰值

我的测试代码如下:

test.png

package test;

import java.awt.*;
import java.awt.image.*;

import javax.swing.*;
import javax.imageio.ImageIO;

import java.net.URL;
import java.util.Timer;
import java.util.TimerTask;

public class GamePanel extends JPanel{

int frame = 0;
BufferedImage srcImg;
BufferedImage backgroundImg;
Timer timer = new Timer();

public GamePanel(){
try {
    srcImg = ImageIO.read(new URL("http://i.stack.imgur.com/6TJPy.png"));
} catch (Exception e) {
    e.printStackTrace();
}

backgroundImg = new BufferedImage(8777, 1024, BufferedImage.TRANSLUCENT);
Graphics2D g2 = backgroundImg.createGraphics();
g2.setRenderingHint(
    RenderingHints.KEY_INTERPOLATION,
    RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);
g2.drawImage(srcImg, 0, 0,8777, 1024, null);
g2.dispose();

timer.scheduleAtFixedRate(new TimerTask() {
  @Override
  public void run() {
    repaint();
  }
}, 1000/30, 1000/30);
}

@Override
public void paintComponent(Graphics g){
super.paintComponent(g);
frame++;
//g.drawImage(backgroundImg, frame%backgroundImg.getWidth(),0, this);
g.drawImage(backgroundImg, 0, 0, 600, 1024, frame, 0, frame+this.getWidth(), backgroundImg.getHeight(),null);
g.setColor(Color.WHITE);
g.drawString("" + frame, 20, 50);
}

@Override
public Dimension getPreferredSize() {
return new Dimension(600,1024);
}


public static void main(String[] args){
GamePanel panel = new GamePanel();

JFrame f = new JFrame();

//f.setBounds(0,0,400,400);
f.getContentPane().add(panel);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setVisible(true);

}

}

编辑:我发现这种方式减少了cpu,但只减少了20%左右,我想把它降到只使用0-10%的cpu,就像我不显示这么大的图像一样

我的问题是,绘制缓冲图像的cpu效率最高的方法是什么


共 (1) 个答案

  1. # 1 楼答案

    试试这个由代码组成的SSCCE,看看它的表现是否比你预期的更好。这里似乎很快:

    import java.awt.*;
    import java.awt.image.*;
    import javax.swing.*;
    import javax.imageio.ImageIO;
    import java.net.URL;
    
    public class GamePanel extends JPanel implements Runnable{
    
    int frame = 0;
    BufferedImage srcImg;
    BufferedImage backgroundImg;
    
    public GamePanel(){
        try {
            srcImg = ImageIO.read(new URL("http://i.stack.imgur.com/6TJPy.png"));
        } catch (Exception e) {
            e.printStackTrace();
        }
    
        backgroundImg = new BufferedImage(8777, 1024, BufferedImage.TRANSLUCENT);
        Graphics2D g2 = backgroundImg.createGraphics();
        g2.setRenderingHint(
            RenderingHints.KEY_INTERPOLATION,
            RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);
        g2.drawImage(srcImg, 0, 0,8777, 1024, null);
        g2.dispose();
    }
    
    @Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        frame ;
        g.drawImage(backgroundImg, frame%backgroundImg.getWidth(),0, this);
        g.setColor(Color.WHITE);
        g.drawString("" + frame, 20, 50);
    }
    
    @Override
    public Dimension getPreferredSize() {
        return new Dimension(600,1024);
    }
    
    @Override
    public void run() {
        while(true){
            repaint();
            try {
                Thread.sleep(1000/30);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
    
    public static void main(String[] args){
        GamePanel panel = new GamePanel();
        Thread thread = new Thread(panel);
    
        JFrame f = new JFrame();
    
        //f.setBounds(0,0,400,400);
        f.getContentPane().add(panel);
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.pack();
        f.setVisible(true);
        thread.start();
    }
    
    }
    

    Game Loop using Thread

    下面是使用基于Swing的Timer的等效方法。好吧,没什么好的,但是练习得更好

    import java.awt.*;
    import java.awt.event.*;
    import java.awt.image.*;
    import javax.swing.*;
    import javax.imageio.ImageIO;
    import java.net.URL;
    
    public class GamePanel extends JPanel {
    
    int frame = 0;
    BufferedImage srcImg;
    BufferedImage backgroundImg;
    
    public GamePanel(){
        try {
            srcImg = ImageIO.read(new URL("http://i.stack.imgur.com/6TJPy.png"));
        } catch (Exception e) {
            e.printStackTrace();
        }
    
        backgroundImg = new BufferedImage(8777, 1024, BufferedImage.TRANSLUCENT);
        Graphics2D g2 = backgroundImg.createGraphics();
        g2.setRenderingHint(
            RenderingHints.KEY_INTERPOLATION,
            RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR);
        g2.drawImage(srcImg, 0, 0,8777, 1024, null);
        g2.dispose();
        ActionListener al = new ActionListener()  {
            public void actionPerformed(ActionEvent ae) {
                repaint();
            }
        };
        Timer timer = new Timer(1000/30, al);
        timer.start();
    }
    
    @Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        frame ;
        g.drawImage(backgroundImg, frame%backgroundImg.getWidth(),0, this);
        g.setColor(Color.WHITE);
        g.drawString("" + frame, 20, 50);
    }
    
    @Override
    public Dimension getPreferredSize() {
        return new Dimension(600,1024);
    }
    
    public static void main(String[] args){
        GamePanel panel = new GamePanel();
    
        JFrame f = new JFrame();
    
        f.getContentPane().add(panel);
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.pack();
        f.setVisible(true);
    }
    
    }
    

    Game Loop - Timer