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?? 是一部關于java高級圖像處理的的一本入門書
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<P><FONT size=5><I>Programming in Java Advanced Imaging</I></FONT> </CENTER><BR>
<CENTER><A name=51142>
<TABLE width="90%" border=0>
  <TBODY>
  <TR>
    <TD align=right><FONT size=3>C H A P T E R</FONT><FONT size=7><IMG 
      src="Graphics Rendering.files/sm-space.gif">10</FONT></TD></TR></TBODY></TABLE></A></CENTER>
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    <TD align=right>
      <HR noShade SIZE=7>
      <FONT size=6>Graphics Rendering</FONT></TD></TR></TBODY></TABLE></A></CENTER>
<BLOCKQUOTE>
  <P><BR><BR><BR>
  <P><FONT size=7><B>T</B></FONT>HIS chapter describes the JAI presentation of 
  rendering shapes, text, and images. 
  <P><A name=51145>
  <H2>10.1 <IMG 
  src="Graphics Rendering.files/space.gif">Introduction</H2></A>JAI provides 
  classes that support drawing operations beyond the <CODE>Graphics2D</CODE> 
  class. Three different types of graphics rendering are offered: simple 2D 
  graphics, renderable graphics, and tiled image graphics. These are described 
  in more detail in the sections that follow. 
  <P><A name=51772>
  <HR>

  <CENTER><IMG src="Graphics Rendering.files/Graphics.doc.anc.gif"></CENTER>
  <HR>
  </A><A name=51778>
  <CENTER><FONT size=-1><B><I>Figure 10-1 </I><IMG 
  src="Graphics Rendering.files/sm-blank.gif" border=0> Simple Text and Line 
  Added to an Image</B></FONT></CENTER></A>
  <P><A name=51359>
  <H3>10.1.1 <IMG src="Graphics Rendering.files/space.gif">Simple 2D 
  Graphics</H3></A>The <CODE>Graphics2D</CODE> class extends the even simpler 
  <CODE>Graphics</CODE> class to provide more control over geometry, coordinate 
  transformations, color management, and text layout. <CODE>Graphics2D</CODE> is 
  the fundamental class for rendering two-dimensional shapes, text and images. 
  <CODE>Graphics2D</CODE> supports geometric rendering by providing a mechanism 
  for rendering virtually any geometric shape, draw styled lines of any width, 
  and fill geometric shapes with virtually any texture. 
  <P>The <CODE>BufferedImage.createGraphics</CODE> method creates a 
  <CODE>Graphics2D</CODE> object, which can then be used to draw into this 
  <CODE>BufferedImage</CODE>. 
  <P>Geometric shapes are provided through implementations of the 
  <CODE>Shape</CODE> interface, such as <CODE>Polygon</CODE>, 
  <CODE>Rectangle</CODE>, <CODE>CubicCurve2D</CODE>, and 
  <CODE>QuadCurve2D</CODE>. Fill and pen styles are provided through 
  implementations of the <CODE>Paint</CODE> and <CODE>Stroke</CODE> interfaces. 
  For example, the <CODE>Paint</CODE> interface supports <CODE>Color</CODE>, 
  <CODE>GradientPaint</CODE>, and <CODE>TexturePaint</CODE>. The 
  <CODE>Stroke</CODE> interface supports <CODE>BasicStroke</CODE>, which defines 
  a set of attributes for the outlines of graphics primitives. 
  <P>Text is added to graphics using the <CODE>Font</CODE> class, which 
  represents character fonts. A <CODE>Font</CODE> is defined by a collections of 
  <CODE>Glyphs</CODE>, which in turn are defined by individual 
  <CODE>Shapes</CODE>. Since text is represented by glyphs, text strings can 
  also be stroked and filled like other geometric objects. 
  <P><A name=51362>
  <H3>10.1.2 <IMG src="Graphics Rendering.files/space.gif">Renderable 
  Graphics</H3></A>The <CODE>RenderableGraphics</CODE> class is an 
  implementation of <CODE>Graphics2D</CODE> with <CODE>RenderableImage</CODE> 
  semantics. This means that content may be drawn into the image using the 
  <CODE>Graphics2D</CODE> interface and later be turned into 
  <CODE>RenderedImages</CODE> with different resolutions and characteristics. 
  <P>The <CODE>RenderableGraphics</CODE> class allows you to store a sequence of 
  drawing commands and "replay" them at an arbitrary output resolution. By 
  serializing an instance of <CODE>RenderableGraphics</CODE>, you create a kind 
  of metafile for storing the graphical content. 
  <P>The methods in the <CODE>RenderableGraphics</CODE> class override the 
  methods in the <CODE>java.awt.Graphics</CODE> and 
  <CODE>java.awt.Graphics2D</CODE> classes. This means that you can use the 
  methods in <CODE>RenderableGraphics</CODE> to set your fonts and colors, to 
  create the graphics shapes and text, define a clipping path, and so on. 
  <P>The only method unique to <CODE>RenderableGraphics</CODE> is the 
  <CODE>createRendering</CODE> method, which creates a 
  <CODE>RenderedImage</CODE> that represents a rendering of the image using a 
  given <CODE>RenderContext</CODE>. This is the most general way to obtain a 
  rendering of a <CODE>RenderableImage</CODE>. 
  <P><A name=51781>
  <H2>10.2 <IMG src="Graphics Rendering.files/space.gif">A Review of Graphics 
  Rendering</H2></A>To render a graphic object, you set up the 
  <CODE>Graphics2D</CODE> context and pass the graphic object to one of the 
  <CODE>Graphics2D</CODE> rendering methods. Before rendering the graphic 
  object, you first need to set certain state attributes that define how the 
  <CODE>Graphics2D</CODE> context displays the graphics. For example, you 
  specify: 
  <P>
  <UL>
    <LI>The stroke width
    <P></P></LI></UL>
  <UL>
    <LI>How strokes are joined
    <P></P></LI></UL>
  <UL>
    <LI>A clipping path to limit the area that is rendered
    <P></P></LI></UL>
  <UL>
    <LI>Define colors and patterns to fill shapes with
    <P></P></LI></UL><CODE>Graphics2D</CODE> defines several methods that add or 
  change attributes in the graphics context. Most of these methods take an 
  object that represents a particular attribute, such as a <CODE>Paint</CODE> or 
  <CODE>Stroke</CODE> object. 
  <P><A name=51790>
  <H3>10.2.1 <IMG src="Graphics Rendering.files/space.gif">Overview of the 
  Rendering Process</H3></A>When a graphic object is rendered, the geometry, 
  image, and attribute information are combined to calculate which pixel values 
  must be changed on the display. 
  <P>The rendering process for a <CODE>Shape</CODE> is described into the 
  following four steps: 
  <P>
  <UL>1. If the <CODE>Shape</CODE> is to be stroked, the <CODE>Stroke</CODE> 
    attribute in the <CODE>Graphics2D</CODE> context is used to generate a new 
    <CODE>Shape</CODE> that encompasses the stroked path.
    <P>2. The coordinates of the <CODE>Shape</CODE>'s path are transformed from 
    user space into device coordinate space according to the transform attribute 
    in the <CODE>Graphics2D</CODE> context.
    <P>3. The <CODE>Shape</CODE>'s path is clipped using the clip attribute in 
    the <CODE>Graphics2D</CODE> context.
    <P>4. The remaining <CODE>Shape</CODE> is filled using the 
    <CODE>Paint</CODE> and <CODE>Composite</CODE> attributes in the 
    <CODE>Graphics2D</CODE> context.
    <P></P></UL>Rendering text is similar to rendering a <CODE>Shape</CODE>, since 
  the text is rendered as glyphs and each glyph is a <CODE>Shape</CODE>. 
  However, you still must specify what <CODE>Font</CODE> to use for the text and 
  get the appropriate glyphs from the <CODE>Font</CODE> before rendering. The 
  attributes are described in more detail in the following sections. 
  <P><A name=51812>
  <H3>10.2.2 <IMG src="Graphics Rendering.files/space.gif">Stroke 
  Attributes</H3></A>The <CODE>Graphics2D</CODE> <CODE>Stroke</CODE> attribute 
  defines the characteristics of strokes. The <CODE>BasicStroke</CODE> object is 
  used to define the stroke attributes for a <CODE>Graphics2D</CODE> context. 
  <CODE>BasicStroke</CODE> defines characteristics such as line width, endcap 
  style, segment join style, and pattern (solid or dashing). To change the 
  <CODE>Stroke</CODE> attribute in the <CODE>Graphics2D</CODE> context, you call 
  the <CODE>setStroke</CODE> method. 
  <P><A name=51997>
  <H4>10.2.2.1 <IMG src="Graphics Rendering.files/space.gif">Line 
  Width</H4></A>The line width is specified in <EM>points</EM> (there are 72 
  points to the inch). To set the stroke width, create a 
  <CODE>BasicStroke</CODE> object with the desired width and call 
  <CODE>setStroke</CODE>. The following example sets the stroke width to 12 
  points. 
  <P><PRE><HR>
     wideStroke = new BasicStroke(12.0);
</PRE><PRE>     g2.setStroke(wideStroke);

<HR></PRE><A name=51840>
  <H4>10.2.2.2 <IMG src="Graphics Rendering.files/space.gif">Endcap 
  Style</H4></A><A 
  href="http://java.sun.com/products/java-media/jai/forDevelopers/jai1_0_1guide-unc/Graphics.doc.html#51844">Table 
  10-1</A> lists the endcap style attributes.
  <P>
  <TABLE cellPadding=3 border=3>
    <CAPTION><FONT size=-1><B><A name=51844><I>Table 10-1 </I><IMG 
    src="Graphics Rendering.files/sm-blank.gif" border=0> Endcap Styles 
    </A></B></FONT></CAPTION>
    <TBODY>
    <TR vAlign=top>
      <TH><A name=51850>Appearance </A>
      <TH><A name=51852>Attribute </A>
      <TH><A name=51854>Description </A>
    <TR vAlign=top>
      <TD><A name=51856>
        <HR>

        <CENTER><IMG 
        src="Graphics Rendering.files/Graphics.doc.anc1.gif"></CENTER>
        <HR>
        </A><BR>
      <TD><A name=51858>CAP_BUTT</A><BR>
      <TD><A name=51860>Ends unclosed subpaths with no added 
        decoration.</A><BR>
    <TR vAlign=top>
      <TD><A name=51862>
        <HR>

        <CENTER><IMG 
        src="Graphics Rendering.files/Graphics.doc.anc2.gif"></CENTER>
        <HR>
        </A><BR>
      <TD><A name=51864>CAP_ROUND</A><BR>
      <TD><A name=51866>Ends unclosed subpaths with a round end cap that has a 
        radius equal to half the pen width.</A><BR>
    <TR vAlign=top>
      <TD><A name=51868>
        <HR>

        <CENTER><IMG 
        src="Graphics Rendering.files/Graphics.doc.anc3.gif"></CENTER>
        <HR>
        </A><BR>
      <TD><A name=51870>CAP_SQUARED</A><BR>

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