I have some problem with string antialiasing in Java. If I use this code
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
on normal (not rotated string), all is fine. But, when I try use antialiasing on rotated image, where I draw string - this string rendering without antialiasing feature.
This is example of my code, where antialiasing doesn't work:
Graphics2D g = originalImage.createGraphics();
AffineTransform affineTransform2 = new AffineTransform();
affineTransform2.setToIdentity();
affineTransform2.translate(125, 325);
affineTransform2.rotate(Math.toRadians(345));
BufferedImage positionImage = new BufferedImage(100, 40, BufferedImage.TYPE_INT_ARGB);
Graphics2D positionImageG2D = positionImage.createGraphics();
positionImageG2D.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
positionImageG2D.setFont(getFont(30f));
positionImageG2D.drawString("Some Text",100, 40);
positionImageG2D.dispose();
g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.drawImage(positionImage, affineTransform2, null);
You don't draw text to g (last line), so whatever value you pass to KEY_TEXT_ANTIALIASING won't have any effect.
You are drawing a rotated image with already antialiased text. Try setting KEY_INTERPOLATION to VALUE_INTERPOLATION_BICUBIC or VALUE_INTERPOLATION_BILINEAR, which should effect scaling and rotation of images.
Another thing you could try, is to draw the text (rotated) directly onto g, without the temporary image. Should also work, but you might have to adjust positioning relative to the rotation.
Related
by using Canvas and JS I can draw a shape like this and have the x,y of each point :
Tha area can be choosen by more than 4 points, look at this link to have an idea.
I need to save and crop the image of the selected area by using the points. I can not use BufferedImage as it is just rectangular. Which lib in java I can use?
Okay, so starting with...
I used...
BufferedImage source = ImageIO.read(new File("Example.jpg"));
GeneralPath clip = new GeneralPath();
clip.moveTo(65, 123);
clip.lineTo(241, 178);
clip.lineTo(268, 405);
clip.lineTo(145, 512);
clip.closePath();
Rectangle bounds = clip.getBounds();
BufferedImage img = new BufferedImage(bounds.width, bounds.height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
clip.transform(AffineTransform.getTranslateInstance(-65, -123));
g2d.setClip(clip);
g2d.translate(-65, -123);
g2d.drawImage(source, 0, 0, null);
g2d.dispose();
ImageIO.write(img, "png", new File("Clipped.png"));
to generate...
Now, the image is rectangular, that's just the way it works
Now, setClip is quite rough and isn't effect by any RenderingHints, you could make use of "soft clipping" instead, which is more involved, but generates a nicer results. See this example and this exmaple for more details
I want to draw a circle on a buffered image that act like a png
i want to use this circle in order to replace the mouse cursor for a paint application i am working on.
i cant download a circle png from google as i need to keep changing the size of this circle depending on the width of the tool i am using it for.
here is my attempt so far
public static BufferedImage getCircle() {
BufferedImage bufferedImage = new BufferedImage(30, 30, BufferedImage.TYPE_INT_RGB);
Color transparent = new Color(0x00FFFFFF, true);
Graphics2D g = (Graphics2D) bufferedImage.getGraphics();
//trying to make the bufferedImage transparent
g.setComposite(AlphaComposite.Src);
g.setColor(transparent);
g.setBackground(transparent);
g.fillRect(0, 0, bufferedImage.getWidth(), bufferedImage.getHeight());
//drawing the circle
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(Color.black);
g.drawOval(0, 0, 200, 200);
return bufferedImage;
}
it should look like:
However my code currently only creates a white square.
Your code has two problems (as already shown in the comments). The first is that you draw a circle with a radius of 200px into an image of dimensions 30px. If you closely look you can barely see a black pixel in the lower right corner.
Fix it by adjusting your dimensions such that it fits inside, for example like:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_RGB);
...
g.drawOval(5, 5, 50, 50);
Next is that you want to achieve a transparent background. To do so you need to set the type of the image to a color model which supports transparency, like ARGB (A = Alpha = transparency) instead of RGB:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_ARGB);
Last you probably want to increase the thickness of your border to achieve the image you showed. You do so by using g.setStroke(...):
g.setColor(Color.BLACK);
g.setStroke(new BasicStroke(5));
g.drawOval(5, 5, 50, 50);
With this setting you achieve the following result (with transparency):
Play with the values to adjust the circle to your exact needs.
I am trying to read a PNG image file from disk, draw some rectangles on it and save the modified image on the disk. Here's the scala code:
//l is a list of Rectangle objects of the form (x1,x2,y1,y2)
val image = ImageIO.read(sourceimage);
val graph=image.createGraphics()
graph.setColor(Color.GREEN)
l.foreach(x=>graph.draw(new java.awt.Rectangle(x.x1,x.y1,x.x2-x.x1,x.y2-x.y1)))
graph.dispose()
ImageIO.write(image,"png",new File(destimage))
The rectangles are drawn but in GREY color instead of GREEN. What am I doing wrong?
If the source image is a gray scale image, then it's unlikely that it will be capable of using any color of any sort.
Instead, you need to create a second, colored, BufferedImage and paint the original to it.
BufferedImage original = ImageIO.read(sourceimage);
BufferedImage iamge = new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = image.createGraphics();
g2d.drawImage(original, 0, 0, null);
// Continue with what you have
Sorry, I have no experience with PIL, but that's how you'd do it (basically) in pure Java
I am aware of sub-pixel shapes, such as Rectangle2D.Double, Ellipse2D.Double and Line2D.Double - but I couldn't find information about drawing an Image / BufferedImage with sub-pixel accuracy.
Perhaps something that would look like this - Image2D.Double?
Is there any way I can achieve this?
Images may be drawn with an AffineTransform, which can specify scaling and translation with floating point values.
(See drawImage(Image, AffineTransform, ImageObserver) method)
For example, to draw an image scaled to half size and at position (10.5, 10.5), use:
Graphics2D g = ...
BufferedImage myImage = ...
AffineTransform t = new AffineTransform();
t.translate(10.5, 10.5);
t.scale(0.5, 0.5);
g.drawImage(myImage, t, null);
You should ensure that appropriate RenderingHints have been set on the Graphics2D object (set KEY_ANTIALIASING to VALUE_ANTIALIAS_ON for starters).
I want to make a image with rounded corners. A image will come from input and I will make it rounded corner then save it. I use pure java. How can I do that? I need a function like
public void makeRoundedCorner(Image image, File outputFile){
.....
}
Edit : Added an image for information.
I suggest this method that takes an image and produces an image and keeps the image IO outside:
Edit: I finally managed to make Java2D soft-clip the graphics with the help of Java 2D Trickery: Soft Clipping by Chris Campbell. Sadly, this isn't something Java2D supports out of the box with some RenderhingHint.
public static BufferedImage makeRoundedCorner(BufferedImage image, int cornerRadius) {
int w = image.getWidth();
int h = image.getHeight();
BufferedImage output = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = output.createGraphics();
// This is what we want, but it only does hard-clipping, i.e. aliasing
// g2.setClip(new RoundRectangle2D ...)
// so instead fake soft-clipping by first drawing the desired clip shape
// in fully opaque white with antialiasing enabled...
g2.setComposite(AlphaComposite.Src);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.WHITE);
g2.fill(new RoundRectangle2D.Float(0, 0, w, h, cornerRadius, cornerRadius));
// ... then compositing the image on top,
// using the white shape from above as alpha source
g2.setComposite(AlphaComposite.SrcAtop);
g2.drawImage(image, 0, 0, null);
g2.dispose();
return output;
}
Here's a test driver:
public static void main(String[] args) throws IOException {
BufferedImage icon = ImageIO.read(new File("icon.png"));
BufferedImage rounded = makeRoundedCorner(icon, 20);
ImageIO.write(rounded, "png", new File("icon.rounded.png"));
}
This it what the input/output of the above method looks like:
Input:
Ugly, jagged output with setClip():
Nice, smooth output with composite trick:
Close up of the corners on gray background (setClip() obviously left, composite right):
I am writing a follow up to Philipp Reichart's answer.
the answer of as an answer.
To remove the white background (seems to be black in the pictures), change g2.setComposite(AlphaComposite.SrcAtop);
to g2.setComposite(AlphaComposite.SrcIn);
This was a big problem for me because I have different images with transparency that I don't want to lose.
My original image:
If I use g2.setComposite(AlphaComposite.SrcAtop);:
When I use g2.setComposite(AlphaComposite.SrcIn); the background is transparent.
I found another way using TexturePaint:
ImageObserver obs = ...;
int w = img.getWidth(obs);
int h = img.getHeight(obs);
// any shape can be used
Shape clipShape = new RoundRectangle2D.Double(0, 0, w, h, 20, 20);
// create a BufferedImage with transparency
BufferedImage bi = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D bg = bi.createGraphics();
// make BufferedImage fully transparent
bg.setComposite(AlphaComposite.Clear);
bg.fillRect(0, 0, w, h);
bg.setComposite(AlphaComposite.SrcOver);
// copy/paint the actual image into the BufferedImage
bg.drawImage(img, 0, 0, w, h, obs);
// set the image to be used as TexturePaint on the target Graphics
g.setPaint(new TexturePaint(bi, new Rectangle2D.Float(0, 0, w, h)));
// activate AntiAliasing
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// translate the origin to where you want to paint the image
g.translate(x, y);
// draw the Image
g.fill(clipShape);
// reset paint
g.setPaint(null);
This code can be simplified if you have a non-animated image, by creating the BufferedImage only once and keeping it for each paint.
If your image is animated though you have to recreate the BufferedImage on each paint. (Or at least i have not found a better solution for this yet.)