I am trying to change the alpha value of a pixel to make a image half transparent. Here is my code:
for(int x=0;x<image1.getWidth();x++) {
for(int y=0;y<image1.getHeight();y++) {
int rgb = image1.getRGB(x, y);
rgb = rgb | 0x000000ff; // make the image blue.
rgb = rgb & 0x33ffffff; // make the image transparent.
System.out.println("before: " + Integer.toHexString(rgb));
image1.setRGB(x, y, rgb);
int now_rgb= image1.getRGB(x, y);
System.out.println("after: " + Integer.toHexString(now_rgb));
}
}
The output is something like that:
before: 331b1aff
after: ff1b1aff
before: 331918ff
after: ff1918ff
before: 331e1bff
after: ff1e1bff
before: 332623ff
after: ff2623ff
before: 332e29ff
after: ff2e29ff
As you can see, its seems like the setRGB omitted the alpha value and set it to "ff". How can I resolve this problem, and why does it happen in the first place?
It's probably because your BufferedImage's color model does not support alpha or possibly only uses a single bit for alpha.
Where did you get image from? Is its color model also ARGB? Use image.getColorModel().hasAlpha() to check. If not, make sure when you create your image it has an appropriate color model, and if it can't be changed, create a new image with the desired color model and copy the source image first.
Use an AlphaComposite:
BufferedImage img = //some code here
BufferedImage imgClone = //some clone of img, but let its type be BufferedImage.TYPE_INT_ARGB
Graphics2D imgCloneG = imgClone.createGraphics();
imgCloneG.setComposite(AlphaComposite.getInstance(AlphaComposite.DST_IN, 0.5f));
imgCloneG.drawImage(img, 0, 0, null);
//imgClone is now img at half alpha
imgClone can be made like this:
...
imgClone = new BufferedImage(img.getWidth(), img.getHeight(),
BufferedImage.TYPE_INT_ARGB);
Graphics2D imgCloneG = imgClone.createGraphics();
imgCloneG.drawImage(img, 0, 0, null);
imgCloneG.setComposite(AlphaComposite.getInstance(AlphaComposite.DST_IN, 0.5f));
...
Related
I have a gradient rectangle, drawn with SWT graphical context.
How can I retrieve a color, which is used at a distinct point inside of the rectangle?
e.gc.setForeground(color_highlight_shadow);
e.gc.setBackground(color_normal_shadow);
e.gc.fillGradientRectangle(0, 1, 100, 100, false);
You can get it by copying the area (your pixel) into an image and extracting the RGB from this image:
final Image image = new Image(display, 1, 1);
e.gc.copyArea(image, x, y);
ImageData data = image.getImageData();
int pixelValue = imageData.getPixel(0,0);
PaletteData palette = data.palette;
RGB rgb = palette.getRGB(pixelValue);
System.out.println("RGB value for (x,y): " + rgb);
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.)
This is my function to resize images.
The quality is not photoshop but it's acceptable.
What's not acceptable is the behaviour on indexed png.
We expect that if we scale down an image with a 256 colors palette with a transparent index we would get a resized image with same transparency, but this it not the case.
So we did the resize on a new ARGB image and then we reduce it to 256 colors. The problem is how to "reintroduce" the transparent pixel index.
private static BufferedImage internalResize(BufferedImage source, int destWidth, int destHeight) {
int sourceWidth = source.getWidth();
int sourceHeight = source.getHeight();
double xScale = ((double) destWidth) / (double) sourceWidth;
double yScale = ((double) destHeight) / (double) sourceHeight;
Graphics2D g2d = null;
BufferedImage resizedImage = new BufferedImage(destWidth, destHeight, BufferedImage.TRANSLUCENT);
log.debug("resizing image to w:" + destWidth + " h:" + destHeight);
try {
g2d = resizedImage.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
AffineTransform at = AffineTransform.getScaleInstance(xScale, yScale);
g2d.drawRenderedImage(source, at);
} finally {
if (g2d != null)
g2d.dispose();
}
//doesn't keep the transparency
if (source.getType() == BufferedImage.TYPE_BYTE_INDEXED) {
log.debug("reducing to color-indexed image");
BufferedImage indexedImage = new BufferedImage(destWidth, destHeight, BufferedImage.TYPE_BYTE_INDEXED);
try {
Graphics g = indexedImage.createGraphics();
g.drawImage(resizedImage, 0, 0, null);
} finally {
if (g != null)
g.dispose();
}
System.err.println("source" + ((IndexColorModel) source.getColorModel()).getTransparentPixel()
+ " " + ((IndexColorModel) indexedImage.getColorModel()).getTransparentPixel());
return indexedImage;
}
return resizedImage;
}
Try changing
BufferedImage indexedImage = new BufferedImage(destWidth, destHeight, BufferedImage.TYPE_BYTE_INDEXED);
to
BufferedImage indexedImage = new BufferedImage(destWidth, destHeight, BufferedImage.TYPE_BYTE_INDEXED, (IndexColorModel) source.getColorModel());
Even if that specifically doesn't help you (which it might not if the resizing, for whatever reason, changes what specific color values are indexed), the fact that you can create a new BufferedImage with a given IndexColorModel will probably be quite useful for you.
http://download.oracle.com/javase/6/docs/api/java/awt/image/BufferedImage.html#BufferedImage%28int,%20int,%20int,%20java.awt.image.IndexColorModel%29
EDIT: Just noticed that your resizedImage constructor should probably use BufferedImage.TYPE_INT_ARGB rather than BufferedImage.TRANSLUCENT. Not sure if that will change how it works, but BufferedImage.TRANSLUCENT isn't supposed to be passed to that form of the constructor. http://download.oracle.com/javase/1,5.0/docs/api/java/awt/image/BufferedImage.html#BufferedImage%28int,%20int,%20int%29
Anyway, maybe try something like this:
DirectColorModel resizedModel = (DirectColorModel) resizedImage.getColorModel();
int numPixels = resizedImage.getWidth() * resizedImage.getHeight();
byte[numPixels] reds;
byte[numPixels] blues;
byte[numPixels] greens;
byte[numPixels] alphas;
int curIndex = 0;
int curPixel;
for (int i = 0; i < resizedImage.getWidth(); i++)
{
for (int j = 0; j < resizedImage.getHeight(); j++)
{
curPixel = resizedImage.getRGB(i, j);
reds[curIndex] = resizedModel.getRed(curPixel);
blues[curIndex]= resizedModel.getBlue(curPixel);
greens[curIndex] = resizedModel.getGreen(curPixel);
alphas[curIndex] = resizedModel.getAlpha(curPixel);
curIndex++;
}
}
BufferedImage indexedImage = new BufferedImage(destWidth, destHeight, BufferedImage.TYPE_BYTE_INDEXED, new IndexColorModel(resizedModel.pixel_bits, numPixels, reds, blues, greens, alphas));
Don't know if this will actually work, though.
Indexed images with transparency are a hack. They only work under certain conditions and resizing isn't one of them.
An image with transparency doesn't just have fully opaque and fully transparent pixels. In particular at a irregularly shaped borders, there are many pixels with partial transparency. If you save it in a format with indexed colors where a single color is used for transparent pixels, you have to decide what color the background will have. All pixels with partial transparency are then blended between their color and the background color (according to their transparency) and become fully opaque. Only the fully transparent pixel are assigned the transparent pseudo color.
If such an image is displayed against a background with differnt color, an ugly border will become apparent. It's an artifact of the inadequate transparency handling.
When you resize the image, you introduce more artifacts. The color of a new pixels is usually blended from several neighboring pixels. If some are transparent and some are opaque, the result is a partially transparent pixel. When you save it, the partially transparent pixel is blended against the background color and becomes opaque. As a result, the opaque area (and the associated artifacts) grow with each resize (or most other image manipulations).
Whatever programming language or graphics library you use, the artifacts will grow and the result will become worse. I recommend you use a ARGB buffer and save the image as a non-indexed PNG file.
Java ImageIO correctly displays this black & white image http://www.jthink.net/jaikoz/scratch/black.gif but when I try and resize it using this code
public static BufferedImage resize2D(Image srcImage, int size)
{
int w = srcImage.getWidth(null);
int h = srcImage.getHeight(null);
// Determine the scaling required to get desired result.
float scaleW = (float) size / (float) w;
float scaleH = (float) size / (float) h;
MainWindow.logger.finest("Image Resizing to size:" + size + " w:" + w + ":h:" + h + ":scaleW:" + scaleW + ":scaleH" + scaleH);
//Create an image buffer in which to paint on, create as an opaque Rgb type image, it doesn't matter what type
//the original image is we want to convert to the best type for displaying on screen regardless
BufferedImage bi = new BufferedImage(size, size, BufferedImage.TYPE_INT_RGB);
// Set the scale.
AffineTransform tx = new AffineTransform();
tx.scale(scaleW, scaleH);
// Paint image.
Graphics2D g2d = bi.createGraphics();
g2d.setComposite(AlphaComposite.Src);
g2d.drawImage(srcImage, tx, null);
g2d.dispose();
return bi;
}
I just end up with a black image. Im trying to make the image smaller (a thumbnail) but even if I resize it larger for test purposes it still ends up as a black square.
Other images resize okay, anyone know what is the problem with the gif/and or Java Bug
Here is the string representation of the ColorModel of the linked image when loaded through ImageIO:
IndexColorModel: #pixelBits = 1 numComponents = 4 color space = java.awt.color.ICC_ColorSpace#1572e449 transparency = 2 transIndex = 1 has alpha = true isAlphaPre = false
If I understand this correctly, you have one bit per pixel, where a 0 bit is opaque black and a 1 bit is transparent. Your BufferedImage is initially all black, so drawing a mixture of black and transparent pixels onto it will have no effect.
Although you are using AlphaComposite.Src this will not help as the R/G/B values for the transparent palette entry read as zero (I am not sure whether this is encoded in the GIF or just the default in the JDK.)
You can work around it by:
Initializing the BufferedImage with all-white pixels
Using AlphaComposite.SrcOver
So the last part of your resize2D implementation would become:
// Paint image.
Graphics2D g2d = bi.createGraphics();
g2d.setColor(Color.WHITE);
g2d.fillRect(0, 0, size, size);
g2d.setComposite(AlphaComposite.SrcOver);
g2d.drawImage(srcImage, tx, null);
Try this:
BufferedImage bi = new BufferedImage(size, size, BufferedImage.TYPE_INT_ARGB);
That makes it work. Of course, the question is why..?
I have some png files that I am applying a color to. The color changes depending on a user selection. I change the color via 3 RGB values set from another method. The png files are a random shape with full transparency outside the shape. I don't want to modify the transparency, only the RGB value. Currently, I'm setting the RGB values pixel by pixel (see code below).
I've come to realize this is incredibly slow and possibly just not efficient enough do in an application. Is there a better way I could do this?
Here is what I am currently doing. You can see that the pixel array is enormous for an image that takes up a decent part of the screen:
public void foo(Component component, ComponentColor compColor, int userColor) {
int h = component.getImages().getHeight();
int w = component.getImages().getWidth();
mBitmap = component.getImages().createScaledBitmap(component.getImages(), w, h, true);
int[] pixels = new int[h * w];
//Get all the pixels from the image
mBitmap[index].getPixels(pixels, 0, w, 0, 0, w, h);
//Modify the pixel array to the color the user selected
pixels = changeColor(compColor, pixels);
//Set the image to use the new pixel array
mBitmap[index].setPixels(pixels, 0, w, 0, 0, w, h);
}
public int[] changeColor(ComponentColor compColor, int[] pixels) {
int red = compColor.getRed();
int green = compColor.getGreen();
int blue = compColor.getBlue();
int alpha;
for (int i=0; i < pixels.length; i++) {
alpha = Color.alpha(pixels[i]);
if (alpha != 0) {
pixels[i] = Color.argb(alpha, red, green, blue);
}
}
return pixels;
}
Have you looked at the functions available in Bitmap? Something like extractAlpha sounds like it might be useful. You an also look at the way functions like that are implemented in Android to see how you could adapt it to your particular case, if it doesn't exactly meet your needs.
The answer that worked for me was a write up Square did here Transparent jpegs
They provide a faster code snippet for doing this exact thing. I tried extractAlpha and it didn't work but Square's solution did. Just modify their solution to instead modify the color bit and not the alpha bit.
i.e.
pixels[x] = (pixels[x] & 0xFF000000) | (color & 0x00FFFFFF);