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.)
Related
I have viewed this question, but it does not seem to actually answer the question that I have. I have a, image file, that may be any resolution. I need to load that image into a BufferedImage Object at a specific resolution (say, for this example, 800x800). I know the Image class can use getScaledInstance() to scale the image to a new size, but I then cannot figure out how to get it back to a BufferedImage. Is there a simple way to scale a Buffered Image to a specific size?
NOTE I I do not want to scale the image by a specific factor, I want to take an image and make is a specific size.
Something like this? :
/**
* Resizes an image using a Graphics2D object backed by a BufferedImage.
* #param srcImg - source image to scale
* #param w - desired width
* #param h - desired height
* #return - the new resized image
*/
private BufferedImage getScaledImage(Image srcImg, int w, int h){
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TRANSLUCENT);
Graphics2D g2 = resizedImg.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(srcImg, 0, 0, w, h, null);
g2.dispose();
return resizedImg;
}
You can create a new BufferedImage of the size you want and then perform a scaled paint of the original image into the new one:
BufferedImage resizedImage = new BufferedImage(new_width, new_height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = resizedImage.createGraphics();
g.drawImage(image, 0, 0, new_width, new_height, null);
g.dispose();
see this website Link1
Or
This Link2
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'll start of by showing examples of what's wrong then I'll explain how, and finally I'll ask my question.
This is the picture I want to rotate.
I am rotating it 90 degrees and 270 degrees, on multiple occasions and then combiningthose into a big buffered-image.
The code I am using to rotate a single bufferedImage is this:
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage dimg = new BufferedImage(w, h, img.getType());
Graphics2D g = dimg.createGraphics();
g.rotate(Math.toRadians(angle), w/2, h/2);
g.drawImage(img, null, 0, 0);
return dimg;
}
The out come of the rotation looks something like this.
The reason those black bars are these is because in the code you can clearly see I create a separate buffered-image which will be the final image.
Which uses the original width and hight, since the image is rotated the with and height switch so I compensated for this by changing BufferedImage dimg = new BufferedImage(w, h, img.getType()); to BufferedImage dimg = new BufferedImage(h, w, img.getType());.
I though it would be logical that this would solve my problem.
But I was wrong now the rotational outcome is this.
So from this point on is where I have no clue why it's doing this.
I might just be overlooking a tiny thing, or it's a common error even though I can't find any instance of this occurring.
So here is my question to you, why does it do this? And how do I fix this.
The image isn't square. If you rotate it by 90°, then you will create a gap that you need to fill.
Solutions:
Make sure the image is square
"Rotate" the size: When you rotate by 90° or 270°, you need to create a target image with swapped width and height (i.e. 200x100 -> 100x200)
Crop the image. Good in your case since scaling will make the arrow look bad but it might be out of center
Scale the image. If it's 609x579, scale it down to 579x579 (scaling down will usually look a little bit better).
Find the border color and fill the gap with the border color after the rotation
I figured it out.
The thing I was doing in the start was rotating the host image (dimg),
and then drawing the original image to it.
I could just as well have tried to fit a square in a circle my earlier rotation actually makes no sense at all.
So what I need to do is first create the host, draw the image to the host, the rotate the host and return it as the final image.
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage dimg = new BufferedImage(w, h, img.getType());
Graphics2D g = dimg.createGraphics();
g.drawImage(img, null, 0, 0); //Draw before rotating
g.rotate(Math.toRadians(angle), w/2, h/2); //Rotating after drawing
return dimg;
}
I hope this helps out some other people as well
if you want to use a similar code as first code
this may help ( if you remove the comments and debug lines (such as painting the background) it has only the translate((W-w)/2,(H-h)/2) line in addition )
// do not forget to import static java.lang.Math.*
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth(null);
int h = img.getHeight(null);
double rad = toRadians(angle);
double eps = 1e-3;
int W=(int)(abs(cos(rad))*w+abs(sin(rad))*h-eps)+1;//W after rotation(calculated by using a little geometry )
int H=(int)(abs(sin(rad))*w+abs(cos(rad))*h-eps)+1;//H after rotation
//you may use max value ( diameter of the rectangle ) instead of dynamic value but in that case you must be careful of the black edges ( in this case red edges )
// if 90 is not a divisor of angle then you can't fit a rectangle with that angle in another one so the red edges are inevitable
// but with calculated W and H this edges are minimum
BufferedImage dimg = new BufferedImage(W,H, BufferedImage.TYPE_INT_RGB);// you can change it to any type you want it's just a sample
Graphics2D g = dimg.createGraphics();
g.setColor(Color.RED); // background color of red for displaying the red edges when image is not completely fit
g.fillRect(0, 0, W, H);
int x=(W-w)/2;
int y=(H-h)/2;
g.translate(x, y); // moving dimg center to img center ( this was what first code lack in )
g.rotate(-rad, w/2, h/2); // now rotating dimg around the center of img ( which is now same as center of dimg )
// we rotate dimg by -rad and draw img normally , it's like rotating img by rad instead of dimg by -rad
g.drawImage(img,null,0,0); // and drawing
return dimg;
}
Can't find an answer to this, maybe its too basic. I have a gray scale BufferedImage (basically a section from a black-and-white PDF), and I'd like to draw a red box on the image. However, when I do so and save the image, the red box comes out as grey.
How to correctly add color to a gray scale BufferedImage?
I suppose I need to convert the color model(?) from gray scale to RGB? Although I don't need to convert the black and white parts of the image to color - that is to say the resulting image can be black and white. So long as I can draw a red line on the image without it saving as a shade of gray.
The image file is a GIF.
By using the following code, I could add RED rectangle to a grayscale image. See if this works for you. Else let us know what error you faced.
public static void main(String[] args) throws IOException {
BufferedImage old = ImageIO.read(new File("download.gif"));
int w = old.getWidth();
int h = old.getHeight();
BufferedImage img = new BufferedImage(
w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.drawImage(old, 0, 0, null);
g2d.setColor(Color.red);
g2d.drawRect(10, 10, 100, 100);
g2d.dispose();
ImageIO.write(img, "gif", new File("out.gif"));
}
I want to use java JLabel with an Icon in custom size on my GUI. like this :
I used this code to change size of original Icon :
ImageIcon imageIcon = (ImageIcon) jLabel1.getIcon();// new ImageIcon( "Play-Hot-icon.png");
ImageIcon thumbnailIcon = new ImageIcon(getScaledImage(imageIcon.getImage(), 25 , 25));
jLabel1.setIcon(thumbnailIcon);
and here is code for resize image
private Image getScaledImage(Image srcImg, int w, int h){
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = resizedImg.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(srcImg, 0, 0, w, h, null);
g2.dispose();
return resizedImg;
}
but after resizing image and using this code the result is this! :
how can I have desired image on my JLabel??
regards,
sajad
The problem is that when you create the scaled image, you use BufferedImage.TYPE_INT_RGB for your new image, and transparency gets rendered as black with just TYPE_INT_RGB.
In order to keep transparency, you need to replace that with BufferedImage.TYPE_INT_ARGB, since you need an alpha component.
However, calling Image.getScaledInstance on imageIcon's image will return a scaled image, already with an alpha component, and you can pass it rendering hints to play with the quality of the scaled image, doing essentially the same as your getScaledImage function, but with less of the hassle.