Optimizing draw function for texured triangle

https://github.com/asdru22/3D-Graphics/blob/rasterization/src/main/java/geom/Triangle.java My current implementation basically implements a rasterization algorithm from scratch, which isn't very efficent. But i don't know how i would otherwise make a triangles texture rotate with it
GitHub
3D-Graphics/src/main/java/geom/Triangle.java at rasterization · asd...
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14 Replies
JavaBot
JavaBot5w ago
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asdru
asdruOP5w ago
If there's a better solution that involves built in functions im all ears but i couldn't find anything
asdru
asdruOP5w ago
i tried reducing the calls to the draw function by - grouping textures with the same color img 1 - combining the pixels in a new image and drawing that (img 2), this also looked worse
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JavaBot
JavaBot5w ago
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asdru
asdruOP5w ago
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, getWidth(), getHeight());


// Creazione del BufferedImage e del zBuffer
BufferedImage img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
double[] zBuffer = new double[img.getWidth() * img.getHeight()];
Arrays.fill(zBuffer, Double.NEGATIVE_INFINITY);

// Draw the scene
//scene.draw(img,zBuffer);
GrassBlock gblock = new GrassBlock(0, 0, 0);
gblock.draw(img, zBuffer, new Camera(this.getWidth(), this.getHeight(), new Vertex(0, 500, 1000)));
g2.drawImage(img, 0, 0, null);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, getWidth(), getHeight());


// Creazione del BufferedImage e del zBuffer
BufferedImage img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
double[] zBuffer = new double[img.getWidth() * img.getHeight()];
Arrays.fill(zBuffer, Double.NEGATIVE_INFINITY);

// Draw the scene
//scene.draw(img,zBuffer);
GrassBlock gblock = new GrassBlock(0, 0, 0);
gblock.draw(img, zBuffer, new Camera(this.getWidth(), this.getHeight(), new Vertex(0, 500, 1000)));
g2.drawImage(img, 0, 0, null);
}
do you know why this draws a cube but if i call the scene.draw method
public class RenderingScene {
private final RenderingPanel renderingPanel;
private Camera camera;
private final ArrayList<Cube> cubes = new ArrayList<>();

public RenderingScene(RenderingPanel renderingPanel) {
this.renderingPanel = renderingPanel;
this.camera = new Camera(renderingPanel.getWidth(), renderingPanel.getHeight(), new Vertex(0, 500, 1000));
this.cubes.add(new GrassBlock(0, 0, 0));
this.cubes.add(new Dirt(0, -100, 0));

}

public void update() {

}

public void draw(BufferedImage img, double[] zBuffer) {
for (Cube cube : cubes) {
cube.draw(img, zBuffer, camera);
}
}

}
public class RenderingScene {
private final RenderingPanel renderingPanel;
private Camera camera;
private final ArrayList<Cube> cubes = new ArrayList<>();

public RenderingScene(RenderingPanel renderingPanel) {
this.renderingPanel = renderingPanel;
this.camera = new Camera(renderingPanel.getWidth(), renderingPanel.getHeight(), new Vertex(0, 500, 1000));
this.cubes.add(new GrassBlock(0, 0, 0));
this.cubes.add(new Dirt(0, -100, 0));

}

public void update() {

}

public void draw(BufferedImage img, double[] zBuffer) {
for (Cube cube : cubes) {
cube.draw(img, zBuffer, camera);
}
}

}
it doesnt draw the cubes?
JavaBot
JavaBot4w ago
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rao
rao4w ago
.
teixayo
teixayo4w ago
Why dont you use OpenGL? You can even implement your custom algorithms on fragment shader
asdru
asdruOP4w ago
lets say its a personal challenge and im trying to learn 3d graphics i tried lwjgl too but didn't like it since ur working with ints
teixayo
teixayo4w ago
It uses int for the addresses, in any library we have it... If you want to learn 3D graphics, you must know how these work. If you want faster rendering of triangles and cubes, I think the best choice is to go to openGL. If not, you can use multi threads and simp (special occasions) I think it's slow cause of creating a buffer for every rendering call. You should avoid creating this every frame
asdru
asdruOP4w ago
its not super slow so far i have 50 triangles on my screen and its still running at 60fps but i should test it further thanks for the advice!
JavaBot
JavaBot4w ago
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teixayo
teixayo4w ago
I think at least you can render 1-5 milion triangles with your gpu(with ancient one) :kekw:
JavaBot
JavaBot4w ago
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