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I'm working with an android studio project. I'm trying to select user touched pixel on an image, as shown Fig 1.
I want to add (X) on a pixel touched by the user, how can I make it by modifying bitmap ?
This is image.
If I understand your question correctly, you want to draw X in each time the user click on Bitmap, here's what you need :
ImageView img;
int clickCount = 0;
Bitmap src;
int colorTarget = Color.BLACK;
#SuppressLint("ClickableViewAccessibility")
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
img = findViewById(R.id.img);
img.setOnTouchListener((v, event) -> {
int x = (int) event.getX();
int y = (int) event.getY();
if (event.getAction() == MotionEvent.ACTION_DOWN) {
drawXByPosition(img, src, x, y);
} else if (event.getAction() == MotionEvent.ACTION_UP) {
clickCount++;
if (clickCount % 2 == 0) colorTarget = Color.BLACK;
else colorTarget = Color.WHITE;
}
return true;
});
}
private void drawXByPosition(ImageView iv, Bitmap bm, int x, int y) {
if (x < 0 || y < 0 || x > iv.getWidth() || y > iv.getHeight())
Toast.makeText(getApplicationContext(), "Outside of ImageView", Toast.LENGTH_SHORT).show();
else {
int projectedX = (int) ((double) x * ((double) bm.getWidth() / (double) iv.getWidth()));
int projectedY = (int) ((double) y * ((double) bm.getHeight() / (double) iv.getHeight()));
src = drawX(src, "X", 44, colorTarget, projectedX, projectedY);
img.setImageBitmap(src);
}
}
public Bitmap drawX(final Bitmap src,
final String content,
final float textSize,
#ColorInt final int color,
final float x,
final float y) {
Bitmap ret = src.copy(src.getConfig(), true);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas canvas = new Canvas(ret);
paint.setColor(color);
paint.setTextSize(textSize);
Rect bounds = new Rect();
paint.getTextBounds(content, 0, content.length(), bounds);
canvas.drawText(content, x, y + textSize, paint);
return ret;
}
I'm very new to Android and want to create an image processing app.
I have lifted a code in using the camera of an android phone and shows the captured photo on a imageview... The code works well, the problem is that I can't seem to make the grayscaling code to work. Or I can't seem to show the grayscaled image on the imageview... Please I need your help. Thank you very much.
This is the camera image capturing code that works well
public class CameraActivity extends ActionBarActivity {
static final int REQUEST_IMAGE_CAPTURE = 1;
ImageView imageView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_camera);
Button button = (Button) findViewById(R.id.button);
//King ina, button2 for processing
Button button2 = (Button) findViewById(R.id.button2);
imageView = (ImageView) findViewById(R.id.imageView);
//Disable the button if it has no camera
if (!hasCamera())
button.setEnabled(false);
}
//Check if the user has camera
private boolean hasCamera() {
return getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA_ANY);
}
//Launching the camera
public void launchCamera(View view) {
Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE);
//Take a picture and pass result along to onActivityResult
startActivityForResult(intent, REQUEST_IMAGE_CAPTURE);
}
//Show image on imageView
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (requestCode == REQUEST_IMAGE_CAPTURE && resultCode == RESULT_OK) {
//Get the photo
Bundle extras = data.getExtras();
Bitmap image = (Bitmap) extras.get("data");
imageView.setImageBitmap(image);
}
}
}
While this is the code for Grayscaling the image... Can i just repeat the override code which shows the captured image?
Thanks a lot...
public Bitmap imageProcess(Bitmap image) {
int width, height;
height = image.getHeight();
width = image.getWidth();
Bitmap bmpGrayscale = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bmpGrayscale);
Paint paint = new Paint();
ColorMatrix cm = new ColorMatrix();
cm.setSaturation(0);
ColorMatrixColorFilter f = new ColorMatrixColorFilter(cm);
paint.setColorFilter(f);
c.drawBitmap(image, 0, 0, paint);
return bmpGrayscale;
}
Hi you can make the image black n white using contrast.
See the code..
public static Bitmap createContrast(Bitmap src, double value) {
// image size
int width = src.getWidth();
int height = src.getHeight();
// create output bitmap
Bitmap bmOut = Bitmap.createBitmap(width, height, src.getConfig());
// color information
int A, R, G, B;
int pixel;
// get contrast value
double contrast = Math.pow((100 + value) / 100, 2);
// scan through all pixels
for(int x = 0; x < width; ++x) {
for(int y = 0; y < height; ++y) {
// get pixel color
pixel = src.getPixel(x, y);
A = Color.alpha(pixel);
// apply filter contrast for every channel R, G, B
R = Color.red(pixel);
R = (int)(((((R / 255.0) - 0.5) * contrast) + 0.5) * 255.0);
if(R < 0) { R = 0; }
else if(R > 255) { R = 255; }
G = Color.red(pixel);
G = (int)(((((G / 255.0) - 0.5) * contrast) + 0.5) * 255.0);
if(G < 0) { G = 0; }
else if(G > 255) { G = 255; }
B = Color.red(pixel);
B = (int)(((((B / 255.0) - 0.5) * contrast) + 0.5) * 255.0);
if(B < 0) { B = 0; }
else if(B > 255) { B = 255; }
// set new pixel color to output bitmap
bmOut.setPixel(x, y, Color.argb(A, R, G, B));
}
}
return bmOut;
}
Set the double value to 50 on mathod call. For Example
createContrast(Bitmap src, 50)
For more information on formulae please refer this
After researching and a few editing, I did the grayscaling this way...
bmp = ((BitmapDrawable) imageView.getDrawable()).getBitmap();
operation = Bitmap.createBitmap(bmp.getWidth(), bmp.getHeight(), bmp.getConfig());
double GS_RED = 0.299;
double GS_GREEN = 0.587;
double GS_BLUE = 0.114;
int pixel;
int A, R, G, B;
// get image size
int width = bmp.getWidth();
int height = bmp.getHeight();
// scan through every single pixel
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
// get one pixel color
pixel = bmp.getPixel(x, y);
// retrieve color of all channels
A = Color.alpha(pixel);
R = Color.red(pixel);
G = Color.green(pixel);
B = Color.blue(pixel);
// take conversion up to one single value
R = G = B = (int) (GS_RED * R + GS_GREEN * G + GS_BLUE * B);
// set new pixel color to output bitmap
operation.setPixel(x, y, Color.argb(A, R, G, B));
//Show grayscaled image
imageView.setImageBitmap(operation);
}
}
Thanks for the answers and this site.
https://xjaphx.wordpress.com/2011/06/21/image-processing-grayscale-image-on-the-fly/
Use this dependency for image transformation
Github link - https://github.com/wasabeef/glide-transformations
repositories { mavenCentral()}
implementation 'jp.wasabeef:glide-transformations:4.3.0'
Glide.with(this).load(R.drawable.demo).apply(RequestOptions.bitmapTransform(GrayscaleTransformation())).into(imageView)
You need to call your imageProcess() method, before setting it in the image view.
//Show image on imageView
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (requestCode == REQUEST_IMAGE_CAPTURE && resultCode == RESULT_OK) {
//Get the photo
Bundle extras = data.getExtras();
Bitmap image = (Bitmap) extras.get("data");
imageView.setImageBitmap(imageProcess(image)); // called here
}
}
I am getting strange rings of black on my spheres when I render with lighting. I just added lighting and I cannot figure out why the black rings are being created.
Here is my code for my tracer.
public class Tracer {
public Camera Cam;
public int Width, Height;
public BufferedImage Image;
public Color BackGroundColor;
public int StartX, StartY, EndX, EndY,RowCount,ColCount;
public ArrayList<GeometricObject> GeoObjects;
public ArrayList<LightObject> LightObjects;
public boolean Tracing;
public double AmbientLight;
public Tracer(Camera cam, int width, int height, BufferedImage image, Color backGroundColor, int startX, int startY, int endX, int endY, int rowCount, int colCount, ArrayList<GeometricObject> Geoobjects,ArrayList<LightObject> Lightobjects,double ambientLight) {
super();
Cam = cam;
Width = width;
Height = height;
Image = image;
BackGroundColor = backGroundColor;
StartX = startX;
StartY = startY;
EndX = endX;
EndY = endY;
RowCount = rowCount;
ColCount = colCount;
GeoObjects = Geoobjects;
LightObjects = Lightobjects;
if(ambientLight > 1){
AmbientLight = 1;
}else if(ambientLight < 0){
AmbientLight = 0;
}else{
AmbientLight = ambientLight;
}
}
public void TracePixelFast(int x, int y) {
Color color = new Color(BackGroundColor.r,BackGroundColor.g,BackGroundColor.b);
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, 1, 1, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, 1,1, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0) {
color = Cal_Pixel(x,y);
Image.setRGB(x, y, color.toInt());
break;
}
}
}
public void TracePixelSmooth(int x, int y) {
Image.setRGB(x, y,Cal_Pixel(x,y).toInt());
}
public Color Cal_Pixel(int x,int y){
Color color = new Color(BackGroundColor);
Color colorh = new Color(BackGroundColor);
Color bgc = new Color(BackGroundColor);
int HIT = 0;
int MISS = 0;
for (int row = 0; row < RowCount; row++) {
for (int col = 0; col < ColCount; col++) {
double min = Double.MAX_VALUE;
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, row, col, RowCount, ColCount),Cam.GetRayDir(Width, Height, x, y, row, col, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
colorh = ShadePixel(GO, r, hit);
HIT++;
} else {
double min2 = Double.MAX_VALUE;
for (int o2 = 0; o2 < GeoObjects.size(); o2++) {
if(o!=o2){
GeometricObject GO2 = GeoObjects.get(o2);
double hit2 = GO2.hit(r);
if (hit2 != 0.0 && hit2 < min2) {
min2 = hit2;
bgc = ShadePixel(GO2, r, hit2);
}
}
}
MISS++;
}
}
}
}
for(int h = 0;h < HIT;h++){
color.Add(colorh);
}
for(int m = 0;m < MISS;m++){
color.Add(bgc);
}
color.Divide(RowCount * ColCount);
return color;
}
public Color ShadePixel(GeometricObject GO,Ray ray,double t){
ArrayList<Color> PixelShade = new ArrayList<Color>();
Normal normal = GO.Cal_Normal(ray, t);
for(int l = 0;l < LightObjects.size();l++){
LightObject light = LightObjects.get(l);
Vector3D r_Dir = light.Pos.Sub(normal.Origin);
r_Dir.normalize();
Ray raytolight = new Ray(normal.Origin,r_Dir);
int WAS_HIT = 0;
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject NGO = GeoObjects.get(o);
double hit = NGO.hit(raytolight);
if (hit != 0.0) {
WAS_HIT = 1;
}
}
if(WAS_HIT == 0){
double Dot = normal.Direction.Dot(r_Dir);
if(Dot < 0){
Dot = 0;
}
double Diffuse = 1 - AmbientLight;
Color color = new Color(GO.Color);
double Shade = AmbientLight + Diffuse*Dot;
color.Mul(Shade);
PixelShade.add(color);
}else{
Color color = new Color(GO.Color);
double Shade = AmbientLight;
color.Mul(Shade);
PixelShade.add(color);
}
}
Color Final = new Color();
for(int s = 0;s < PixelShade.size();s++){
Final.Add(PixelShade.get(s));
}
Final.Divide(PixelShade.size());
return Final;
}
public void TraceArea(boolean SmoothTracing) {
Tracing = true;
if(SmoothTracing){
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelSmooth(x,y);
}
}
}else{
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelFast(x,y);
}
}
}
}
}
And here is the code for the sphere.
public class Sphere extends GeometricObject{
public Vector3D Center;
public double Radius;
public Sphere(Vector3D Center,double Radius,Color Color){
this.Center = Center;
this.Radius = Radius;
this.Color = Color;
}
public double hit(Ray ray) {
double a = ray.Direction.Dot(ray.Direction);
double b = 2 * ray.Origin.Sub(Center).Dot(ray.Direction);
double c = ray.Origin.Sub(Center).Dot(ray.Origin.Sub(Center))-Radius*Radius;
double discreminant = b*b-4*a*c;
if(discreminant < 0.0f){
return 0.0;
}else{
double t = (-b - Math.sqrt(discreminant))/(2*a);
if(t > 10E-9){
return t;
}else{
return 0.0;
}
}
}
public Normal Cal_Normal(Ray ray,double t) {
Vector3D NPos = new Vector3D(ray.Origin.x + ray.Direction.x*t,ray.Origin.y + ray.Direction.y*t,ray.Origin.z + ray.Direction.z*t);
Vector3D NDir = NPos.Sub(Center).Div(Radius);
return new Normal(NPos,NDir);
}
}
I am sure the problem is in shadepixel() but I could be wrong.
I just found out that the more objects that I add the more rings there are:
1 object no rings.
2 objects 1 ring.
3 objects 2 rings.
If you need me to post more of my code.Just ask and I will.
When I get back from school I will post my color class and fix the color problem. I still do not understand why the more objects (spheres) I add, the more rings there are. Can anyone explain to me why this is happening?
Here is my Color code.
public class Color {
public float r,g,b;
public Color(){
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
public Color(float fr,float fg,float fb){
r = fr;
g = fg;
b = fb;
}
public Color(Color color){
r = color.r;
g = color.g;
b = color.b;
}
public void Add(Color color){
r += color.r;
g += color.g;
b += color.b;
}
public void Divide(int scalar){
r /= scalar;
g /= scalar;
b /= scalar;
}
public void Mul(double mul){
r *= mul;
g *= mul;
b *= mul;
}
public int toInt(){
return (int) (r*255)<<16 | (int) (g*255)<<8 | (int) (b*255);
}
There are multiple issues with this code, but the direct reason for the rings is that color component values are overflowing 0-255 range. This in turn is caused by incorrect calculations in what I take to be an attempt at antialiasing in Cal_Pixel(), as well as by no control whatsoever of numeric range in ShadePixel().
Think about how you can visually debug this scene.
First are the normals correct? Display them as the colour to see.
Taking the range for each component [-1..1] to the range [0..255]:
r = 255*(n.x + 1)/2;
g = 255*(n.y + 1)/2;
b = 255*(n.z + 1)/2;
Once you think they look correct move on to the next stage and build it up stage by stage.
e.g. you might look at if your dot product is as expected (again [-1..1] because the vectors are supposedly normalised):
r = 255*(dot + 1)/2;
g = 255*(dot + 1)/2;
b = 255*(dot + 1)/2;
I know how to get the RGB values of individual pixels of a bitmap. How can I get the average RGB value for all of the pixels of a bitmap?
I think below code for exact answer to you.
Get the Average(Number of pixels)of Red, Green and Blue value for the given bitmap.
Bitmap bitmap = someBitmap; //assign your bitmap here
int redColors = 0;
int greenColors = 0;
int blueColors = 0;
int pixelCount = 0;
for (int y = 0; y < bitmap.getHeight(); y++)
{
for (int x = 0; x < bitmap.getWidth(); x++)
{
int c = bitmap.getPixel(x, y);
pixelCount++;
redColors += Color.red(c);
greenColors += Color.green(c);
blueColors += Color.blue(c);
}
}
// calculate average of bitmap r,g,b values
int red = (redColors/pixelCount);
int green = (greenColors/pixelCount);
int blue = (blueColors/pixelCount);
The answer from john sakthi does not work correctly if the Bitmap has transparency (PNGs). I modified the answer for correctly getting the red/green/blue averages while accounting for transparent pixels:
/**
* Calculate the average red, green, blue color values of a bitmap
*
* #param bitmap
* a {#link Bitmap}
* #return
*/
public static int[] getAverageColorRGB(Bitmap bitmap) {
final int width = bitmap.getWidth();
final int height = bitmap.getHeight();
int size = width * height;
int pixelColor;
int r, g, b;
r = g = b = 0;
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
pixelColor = bitmap.getPixel(x, y);
if (pixelColor == 0) {
size--;
continue;
}
r += Color.red(pixelColor);
g += Color.green(pixelColor);
b += Color.blue(pixelColor);
}
}
r /= size;
g /= size;
b /= size;
return new int[] {
r, g, b
};
}
you can use this method for this purpose: Bitmap.createBitmap
For instance:
int[] colors = new int[yourWidth * yourHeight];
Arrays.fill(colors, Color.Black);
Bitmap bitamp = Bitamp.createBitmap(colors, yourWidth, yourHeight, Bitmap.Config.ARGB_8888);
Check for typo
I'm working on some code to colorize an image in Java. Basically what I'd like to do is something along the lines of GIMP's colorize command, so that if I have a BufferedImage and a Color, I can colorize the Image with the given color. Anyone got any ideas? My current best guess at doing something like this is to get the rgb value of each pixel in the BufferedImage and add the RGB value of the Color to it with some scaling factor.
Let Y = 0.3*R + 0.59*G + 0.11*B for each pixel in the image, then set them to be
((R1+Y)/2,(G1+Y)/2,(B1+Y)/2)
if (R1,G1,B1) is what you are colorizing with.
I have never used GIMP's colorize command. However, if your getting the RGB value of each pixel and adding RGB value to it you should really use a LookupOp. Here is some code that I wrote to apply a BufferedImageOp to a BufferedImage.
Using Nicks example from above heres how I would do it.
Let Y = 0.3*R + 0.59*G + 0.11*B for
each pixel
(R1,G1,B1) is what you are colorizing
with
protected LookupOp createColorizeOp(short R1, short G1, short B1) {
short[] alpha = new short[256];
short[] red = new short[256];
short[] green = new short[256];
short[] blue = new short[256];
int Y = 0.3*R + 0.59*G + 0.11*B
for (short i = 0; i < 256; i++) {
alpha[i] = i;
red[i] = (R1 + i*.3)/2;
green[i] = (G1 + i*.59)/2;
blue[i] = (B1 + i*.11)/2;
}
short[][] data = new short[][] {
red, green, blue, alpha
};
LookupTable lookupTable = new ShortLookupTable(0, data);
return new LookupOp(lookupTable, null);
}
It creates a BufferedImageOp that will mask out each color if the mask boolean is true.
Its simple to call too.
BufferedImageOp colorizeFilter = createColorizeOp(R1, G1, B1);
BufferedImage targetImage = colorizeFilter.filter(sourceImage, null);
If this is not what your looking for I suggest you look more into BufferedImageOp's.
This is would also be more efficient since you would not need to do the calculations multiple times on different images. Or do the calculations over again on different BufferedImages as long as the R1,G1,B1 values don't change.
This works exactly like the Colorize function in GIMP and it preserves the transparency. I've also added a few things like Contrast and Brightness, Hue, Sat, and Luminosity - 0circle0 Google Me --> ' Sprite Creator 3'
import java.awt.Color;
import java.awt.image.BufferedImage;
public class Colorizer
{
public static final int MAX_COLOR = 256;
public static final float LUMINANCE_RED = 0.2126f;
public static final float LUMINANCE_GREEN = 0.7152f;
public static final float LUMINANCE_BLUE = 0.0722f;
double hue = 180;
double saturation = 50;
double lightness = 0;
int[] lum_red_lookup;
int[] lum_green_lookup;
int[] lum_blue_lookup;
int[] final_red_lookup;
int[] final_green_lookup;
int[] final_blue_lookup;
public Colorizer()
{
doInit();
}
public void doHSB(double t_hue, double t_sat, double t_bri, BufferedImage image)
{
hue = t_hue;
saturation = t_sat;
lightness = t_bri;
doInit();
doColorize(image);
}
private void doInit()
{
lum_red_lookup = new int[MAX_COLOR];
lum_green_lookup = new int[MAX_COLOR];
lum_blue_lookup = new int[MAX_COLOR];
double temp_hue = hue / 360f;
double temp_sat = saturation / 100f;
final_red_lookup = new int[MAX_COLOR];
final_green_lookup = new int[MAX_COLOR];
final_blue_lookup = new int[MAX_COLOR];
for (int i = 0; i < MAX_COLOR; ++i)
{
lum_red_lookup[i] = (int) (i * LUMINANCE_RED);
lum_green_lookup[i] = (int) (i * LUMINANCE_GREEN);
lum_blue_lookup[i] = (int) (i * LUMINANCE_BLUE);
double temp_light = (double) i / 255f;
Color color = new Color(Color.HSBtoRGB((float) temp_hue, (float) temp_sat, (float) temp_light));
final_red_lookup[i] = (int) (color.getRed());
final_green_lookup[i] = (int) (color.getGreen());
final_blue_lookup[i] = (int) (color.getBlue());
}
}
public void doColorize(BufferedImage image)
{
int height = image.getHeight();
int width;
while (height-- != 0)
{
width = image.getWidth();
while (width-- != 0)
{
Color color = new Color(image.getRGB(width, height), true);
int lum = lum_red_lookup[color.getRed()] + lum_green_lookup[color.getGreen()] + lum_blue_lookup[color.getBlue()];
if (lightness > 0)
{
lum = (int) ((double) lum * (100f - lightness) / 100f);
lum += 255f - (100f - lightness) * 255f / 100f;
}
else if (lightness < 0)
{
lum = (int) (((double) lum * (lightness + 100f)) / 100f);
}
Color final_color = new Color(final_red_lookup[lum], final_green_lookup[lum], final_blue_lookup[lum], color.getAlpha());
image.setRGB(width, height, final_color.getRGB());
}
}
}
public BufferedImage changeContrast(BufferedImage inImage, float increasingFactor)
{
int w = inImage.getWidth();
int h = inImage.getHeight();
BufferedImage outImage = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color color = new Color(inImage.getRGB(i, j), true);
int r, g, b, a;
float fr, fg, fb;
r = color.getRed();
fr = (r - 128) * increasingFactor + 128;
r = (int) fr;
r = keep256(r);
g = color.getGreen();
fg = (g - 128) * increasingFactor + 128;
g = (int) fg;
g = keep256(g);
b = color.getBlue();
fb = (b - 128) * increasingFactor + 128;
b = (int) fb;
b = keep256(b);
a = color.getAlpha();
outImage.setRGB(i, j, new Color(r, g, b, a).getRGB());
}
}
return outImage;
}
public BufferedImage changeGreen(BufferedImage inImage, int increasingFactor)
{
int w = inImage.getWidth();
int h = inImage.getHeight();
BufferedImage outImage = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color color = new Color(inImage.getRGB(i, j), true);
int r, g, b, a;
r = color.getRed();
g = keep256(color.getGreen() + increasingFactor);
b = color.getBlue();
a = color.getAlpha();
outImage.setRGB(i, j, new Color(r, g, b, a).getRGB());
}
}
return outImage;
}
public BufferedImage changeBlue(BufferedImage inImage, int increasingFactor)
{
int w = inImage.getWidth();
int h = inImage.getHeight();
BufferedImage outImage = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color color = new Color(inImage.getRGB(i, j), true);
int r, g, b, a;
r = color.getRed();
g = color.getGreen();
b = keep256(color.getBlue() + increasingFactor);
a = color.getAlpha();
outImage.setRGB(i, j, new Color(r, g, b, a).getRGB());
}
}
return outImage;
}
public BufferedImage changeRed(BufferedImage inImage, int increasingFactor)
{
int w = inImage.getWidth();
int h = inImage.getHeight();
BufferedImage outImage = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color color = new Color(inImage.getRGB(i, j), true);
int r, g, b, a;
r = keep256(color.getRed() + increasingFactor);
g = color.getGreen();
b = color.getBlue();
a = color.getAlpha();
outImage.setRGB(i, j, new Color(r, g, b, a).getRGB());
}
}
return outImage;
}
public BufferedImage changeBrightness(BufferedImage inImage, int increasingFactor)
{
int w = inImage.getWidth();
int h = inImage.getHeight();
BufferedImage outImage = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color color = new Color(inImage.getRGB(i, j), true);
int r, g, b, a;
r = keep256(color.getRed() + increasingFactor);
g = keep256(color.getGreen() + increasingFactor);
b = keep256(color.getBlue() + increasingFactor);
a = color.getAlpha();
outImage.setRGB(i, j, new Color(r, g, b, a).getRGB());
}
}
return outImage;
}
public int keep256(int i)
{
if (i <= 255 && i >= 0)
return i;
if (i > 255)
return 255;
return 0;
}
}
I wanted to do the exact same thing as the question poster wanted to do but the above conversion did not remove colors like the GIMP does (ie green with a red overlay made an unpleasant brown color etc). So I downloaded the source code for GIMP and converted the c code over to Java.
Posting it in this thread just in case anyone else wants to do the same (since it is the first thread that comes up in Google). The conversion still changes the white color when it should not, it's probably a casting issue from double to int. The class converts a BufferedImage in-place.
public class Colorize {
public static final int MAX_COLOR = 256;
public static final float LUMINANCE_RED = 0.2126f;
public static final float LUMINANCE_GREEN = 0.7152f;
public static final float LUMINANCE_BLUE = 0.0722f;
double hue = 180;
double saturation = 50;
double lightness = 0;
int [] lum_red_lookup;
int [] lum_green_lookup;
int [] lum_blue_lookup;
int [] final_red_lookup;
int [] final_green_lookup;
int [] final_blue_lookup;
public Colorize( int red, int green, int blue )
{
doInit();
}
public Colorize( double t_hue, double t_sat, double t_bri )
{
hue = t_hue;
saturation = t_sat;
lightness = t_bri;
doInit();
}
public Colorize( double t_hue, double t_sat )
{
hue = t_hue;
saturation = t_sat;
doInit();
}
public Colorize( double t_hue )
{
hue = t_hue;
doInit();
}
public Colorize()
{
doInit();
}
private void doInit()
{
lum_red_lookup = new int [MAX_COLOR];
lum_green_lookup = new int [MAX_COLOR];
lum_blue_lookup = new int [MAX_COLOR];
double temp_hue = hue / 360f;
double temp_sat = saturation / 100f;
final_red_lookup = new int [MAX_COLOR];
final_green_lookup = new int [MAX_COLOR];
final_blue_lookup = new int [MAX_COLOR];
for( int i = 0; i < MAX_COLOR; ++i )
{
lum_red_lookup [i] = ( int )( i * LUMINANCE_RED );
lum_green_lookup[i] = ( int )( i * LUMINANCE_GREEN );
lum_blue_lookup [i] = ( int )( i * LUMINANCE_BLUE );
double temp_light = (double)i / 255f;
Color color = new Color( Color.HSBtoRGB( (float)temp_hue,
(float)temp_sat,
(float)temp_light ) );
final_red_lookup [i] = ( int )( color.getRed() );
final_green_lookup[i] = ( int )( color.getGreen() );
final_blue_lookup [i] = ( int )( color.getBlue() );
}
}
public void doColorize( BufferedImage image )
{
int height = image.getHeight();
int width;
while( height-- != 0 )
{
width = image.getWidth();
while( width-- != 0 )
{
Color color = new Color( image.getRGB( width, height ) );
int lum = lum_red_lookup [color.getRed ()] +
lum_green_lookup[color.getGreen()] +
lum_blue_lookup [color.getBlue ()];
if( lightness > 0 )
{
lum = (int)((double)lum * (100f - lightness) / 100f);
lum += 255f - (100f - lightness) * 255f / 100f;
}
else if( lightness < 0 )
{
lum = (int)(((double)lum * lightness + 100f) / 100f);
}
Color final_color = new Color( final_red_lookup[lum],
final_green_lookup[lum],
final_blue_lookup[lum],
color.getAlpha() );
image.setRGB( width, height, final_color.getRGB() );
}
}
}