You may have been testing J2D in a pre-retina-aware VM vs. JavaFX which
was retina aware a little earlier than J2D (due to JavaFX being on a
slightly more liberal feature policy for new releases). I think J2D
went retina-aware in 8.0, are you using 8.0 for those tests?
The screenshot may be because the snapshot and robot mechanisms may not
be retina-aware yet.
I don't think there are significant differences in the font technologies
between J2D and FX...
...jim
On 5/24/14 6:54 AM, Tom Schindl wrote:
Hi,
another big difference when using the a BufferedImage is to that the
font rendering is catastrophic, hope to offend nobody. I'm not very good
a AWT maybe I made a dumb mistake?
See http://downloads.efxclipse.org/font_j2d_fx.png - the j2d font looks
completely blurred in contrast to the sharp JavaFX Canvas version in the
foreground.
Similar blurring happens when makeing screenshots of a canvas - I've
written a small sample application showing problems I am seeing which
gets me to an image as in this link
http://downloads.efxclipse.org/screen_compare.png.
Could I somehow use the javafx font-rendering push it to a bitmap and
draw it on the buffered image?
Anyways those are all only workarounds for javafx canvas inefficiencies
that e.g. awt does not have.
package application;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.geometry.VPos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.SnapshotParameters;
import javafx.scene.canvas.Canvas;
import javafx.scene.control.Label;
import javafx.scene.image.ImageView;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.stage.Stage;
public class Main extends Application {
private WritableImage img;
@Override
public void start(Stage primaryStage) {
try {
HBox root = new HBox();
Scene scene = new Scene(root,400,400);
scene.getStylesheets().add(getClass().getResource("application.css").toExternalForm());
root.getChildren().add(createCanvas());
root.getChildren().add(createBufferedCanvas());
root.getChildren().add(new VBox(new ImageView(img), new
Label("Snapshot")));
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
private Node createBufferedCanvas() {
VBox b = new VBox();
b.setStyle("-fx-border-style: solid; -fx-border-width: 2px;");
Canvas c = new Canvas(150, 150);
BufferedImage img = new BufferedImage(150, 150,
BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = img.createGraphics();
graphics.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING,RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_HRGB);
graphics.setColor(java.awt.Color.BLACK);
graphics.setFont(new java.awt.Font(Font.getDefault().getName(),
java.awt.Font.PLAIN, 20));
graphics.drawString("Hello World!", 0, 20);
img.flush();
c.getGraphicsContext2D().drawImage(SwingFXUtils.toFXImage(img,
null),10,10);
b.getChildren().add(c);
b.getChildren().add(new Label("Buffered-Canvas"));
return b;
}
private Node createCanvas() {
VBox b = new VBox();
b.setStyle("-fx-border-style: solid; -fx-border-width: 2px;");
Canvas c = new Canvas(150, 150);
c.getGraphicsContext2D().setFont(Font.font(Font.getDefault().getName(),20));
c.getGraphicsContext2D().setTextBaseline(VPos.TOP);
c.getGraphicsContext2D().fillText("Hello World", 10, 10);
SnapshotParameters parameters = new SnapshotParameters();
parameters.setFill(Color.TRANSPARENT);
img = c.snapshot(parameters,null);
b.getChildren().add(c);
b.getChildren().add(new Label("FX-Canvas"));
return b;
}
public static void main(String[] args) {
launch(args);
}
}
Tom
On 24.05.14 02:46, Tom Schindl wrote:
Hi,
As an experiment I've now written a SWT-GC implementation using a
BufferedImage & Graphics2D and transfering the pixels over to JavaFX and
the performance is as it is with native SWT.
I always thought Canvas works similar to Image and one only draws pixels
- looks like that is not the case, having a dep in my application
java.awt is not what I'm aiming at but without acceptable performance in
conjunction with clipping it looks like i have to go this route :-(
Tom
On 23.05.14 23:57, Tom Schindl wrote:
In the current usecase it is a rect all time but that's just in this special
use case.
I guess that rect clipping is the most common one so having an optimization for
rects and a slow path for none rects might help.
Tom
Von meinem iPhone gesendet
Am 23.05.2014 um 23:35 schrieb Jim Graham <james.gra...@oracle.com>:
Are you clipping to an arbitrary path in all cases or just a rectangle?
Unfortunately we only offer the arbitrary clip-to-current-path method that
isn't optimized for basic rectangular clipping and it implements soft clipping.
There is an outstanding tweak that we added faster clipping support for WebNode and we
need to start using it for Node.setClipNode(non-rectangle) and Canvas, but we haven't
implemented that yet. (https://javafx-jira.kenai.com/browse/RT-30107) It basically is a
direct "render this texture through that other texture as a clip" operation
instead of the current code that runs it through some Blend effect filters. It would
definitely improve your run times, but I'm not sure how much.
Even more savings could be had for rectangular clips if we provided some way to
communicate them to the GC...
...jim
On 5/23/14 11:47 AM, Tom Schindl wrote:
Hi,
Maybe as some of you might know I've been working since sometime on SWT
on JavaFX and to implement direct drawing operations we use JavaFX-Canvas.
I've today tried to run a heavy direct drawing grid implementation and
it performed very bad because it makes heavy use of clipping.
For a grid I've counted ~1500 clipping operations the library works
something like this:
boolean activeClip;
Canvas canvas = new Canvas();
public void setClipping(PathIterator pathIterator) {
GraphicsContext gc = canvas.getGraphicsContext2D();
if(activeClip) {
gc.restore();
activeClip= false;
}
if( pathIterator == null ) {
return;
}
activeClip = true;
float coords[] = new float[6];
gc.save();
gc.beginPath();
float x = 0;
float y = 0;
gc.moveTo(0, 0);
while( ! pathIterator.isDone() ) {
switch (pathIterator.currentSegment(coords)) {
case PathIterator.SEG_CLOSE:
gc.lineTo(x, y);
break;
case PathIterator.SEG_CUBICTO:
gc.bezierCurveTo(coords[0], coords[1], coords[2], coords[3],
coords[4], coords[5]);
break;
case PathIterator.SEG_LINETO:
gc.lineTo(coords[0], coords[1]);
break;
case PathIterator.SEG_MOVETO:
gc.moveTo(coords[0], coords[1]);
x = coords[0];
y = coords[1];
break;
case PathIterator.SEG_QUADTO:
gc.quadraticCurveTo(coords[0], coords[1], coords[2], coords[3]);
break;
default:
break;
}
pathIterator.next();
}
gc.clip();
gc.closePath();
}
Am I doing something ultimately wrong, totally wrong? Has anyone an idea
how I would work around the problem?
Tom