Reputation: 2416
I have graphics course on my study. My current task is to draw a hex using Bresenham algorithm and flood fill it using stack-based recursive algorithm. So I need the color of a contour to use flood filling.
The code below draws lines using Graphics2D
, and I need to get color of each drew pixel. As I understand, Graphics2D
is an abstraction which doesn't contain pixels. So I need to convert the hex to BufferedImage
, use .getRGB()
method and get the color of the pixel. But I can't make head or tail of it.
How can I make the BufferedImage
of a hex drew with the Graphics2D
?
public void drawHexagon(int x, int y, int edgeLength, int thickness, Graphics2D g2d) {
int cosEdgeLength = (int) (Math.cos(Math.PI / 6) * edgeLength);
BufferedImage image = new BufferedImage(edgeLength*2, cosEdgeLength*2 + edgeLength, BufferedImage.TYPE_INT_RGB);
drawBresenhamLine(x, y, x - edgeLength, y + cosEdgeLength, g2d, thickness);
drawBresenhamLine(x, y, x + edgeLength, y + cosEdgeLength, g2d, thickness);
drawBresenhamLine(x - edgeLength, y + cosEdgeLength, x - edgeLength, y + cosEdgeLength + edgeLength, g2d, thickness);
drawBresenhamLine(x + edgeLength, y + cosEdgeLength, x + edgeLength, y + cosEdgeLength + edgeLength, g2d, thickness);
drawBresenhamLine(x + edgeLength, y + cosEdgeLength + edgeLength, x, y + cosEdgeLength + edgeLength + cosEdgeLength, g2d, thickness);
drawBresenhamLine(x - edgeLength, y + cosEdgeLength + edgeLength, x, y + cosEdgeLength + edgeLength + cosEdgeLength, g2d, thickness);
g2d.drawImage(image, null, 0, 0);
}
void drawBresenhamLine (double xstart, double ystart, double xend, double yend, Graphics2D g, int thickness)
{
double x, y, dx, dy, incx, incy, pdx, pdy, es, el, err;
dx = xend - xstart;
dy = yend - ystart;
incx = sign(dx);
incy = sign(dy);
if (dx < 0) dx = -dx;
if (dy < 0) dy = -dy;
if (dx > dy) {
pdx = incx; pdy = 0;
es = dy; el = dx;
} else {
pdx = 0; pdy = incy;
es = dx; el = dy;
}
x = xstart;
y = ystart;
err = el/2;
g.setStroke(new BasicStroke(thickness, BasicStroke.CAP_SQUARE, BasicStroke.JOIN_MITER));
g.draw(new Line2D.Double(x, y, x, y));
for (int t = 0; t < el; t++) {
err -= es;
if (err < 0) {
err += el;
x += incx;
y += incy;
} else {
x += pdx;
y += pdy;
}
g.draw(new Line2D.Double(x, y, x, y));
}
}
Upvotes: 1
Views: 2554
Reputation: 17454
If you want to draw on a BufferedImage instead of drawing on the panel, get the Graphics property from the BufferedImage and draw on it:
class DrawingSpace extends JPanel{
private BufferedImage buf;
public DrawingSpace(){
//Initialization of variables and dimensions not shown
buf = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
}
public void drawOnBuffer(){
Graphics g2d = buf.createGraphics();
g2d .setColor(Color.BLUE); //draw the things you want
g2d .fillOval(0,0,200,200); //draw the things you want
g2d .dispose();
}
}
Upvotes: 0
Reputation: 6414
It is very simple, create a BufferedImage then draw on it
int width = 500; // example value
int height = 500; // example value
BufferedImage bi = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = bi.createGraphics();
use this graphics in your:
drawHexagon(int x, int y, int edgeLength, int thickness, Graphics2D g2d)
after execution you will have the drawing on this BufferedImage
Upvotes: 2