Rotating a bufferedImage 90 degrees - java

I am looking to rotate an image that is loaded from files by 90 degrees. I have the code but when I use it, I am given an error saying that the coordinates are out of bounds. Any help would be appreciated.
Here is the method I have written so far:
public void rotateImage(OFImage image) {
if (currentImage != null) {
int width = image.getWidth();
int height = image.getHeight();
OFImage newImage = new OFImage(width, height);
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
Color col = image.getPixel(i, j);
newImage.setPixel(height - j - 2, i, col);
}
}
image = newImage;
}
}

When you rotate the image by a certain angle, the resulting image becomes larger than the original one. The maximum image size is obtained when rotated by 45 degrees:
When creating a new image, you have to set its dimensions according to the rotated size:
public BufferedImage rotateImage(BufferedImage image, double angle) {
double radian = Math.toRadians(angle);
double sin = Math.abs(Math.sin(radian));
double cos = Math.abs(Math.cos(radian));
int width = image.getWidth();
int height = image.getHeight();
int nWidth = (int) Math.floor((double) width * cos + (double) height * sin);
int nHeight = (int) Math.floor((double) height * cos + (double) width * sin);
BufferedImage rotatedImage = new BufferedImage(
nWidth, nHeight, BufferedImage.TYPE_INT_ARGB);
// and so on...
return rotatedImage;
}
See also: Rotate a buffered image in Java

Related

Rotate an image by 90 180 and 270 degrees when width and height can be any size

I am having trouble writing a function that takes a BufferedImage and a Cardinal Direction and rotates the image accordingly. I have looked on many threads on stack and tried implementing myself while going over the docs for some time now and the best I'm getting is that the image seems to be rotating, however the last pixel is correct and the rest are set white or transparent not sure.
Here is where I have got so far:
private BufferedImage rotateImg(BufferedImage image, String direction){
int width = image.getWidth();
int height = image.getHeight();
BufferedImage rotated = null;
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
switch(direction){
case "SOUTH":
rotated = new BufferedImage(width, height, image.getType());
rotated.setRGB((width - 1) - x, (height - 1) - y, image.getRGB(x,y));
break;
case "WEST":
//ROTATE LEFT
rotated = new BufferedImage(height, width, image.getType());
rotated.setRGB(y, (width - 1) - x, image.getRGB(x,y));
break;
case "EAST":
//ROTATE RIGHT
rotated = new BufferedImage(height, width, image.getType());
rotated.setRGB((height - 1) - y, x, image.getRGB(x,y));
break;
default:
return image;
}
}
}
return rotated;
}
Below there are four images but as they are so small its really hard to see them. A bit of browser zoom will show them.
When you get close the cyan pixel is staying where it should for the rotation. Its just im loosing the rest of the image.
I don't know if there's a fixed requirement to rotate this image by individual pixels or not, but I'm far to simple minded to even be bothered trying.
Instead, I'd (personally) drop straight into the Graphics API itself, for example...
public static BufferedImage rotateBy(BufferedImage source, double degrees) {
// The size of the original image
int w = source.getWidth();
int h = source.getHeight();
// The angel of the rotation in radians
double rads = Math.toRadians(degrees);
// Some nice math which demonstrates I have no idea what I'm talking about
// Okay, this calculates the amount of space the image will need in
// order not be clipped when it's rotated
double sin = Math.abs(Math.sin(rads));
double cos = Math.abs(Math.cos(rads));
int newWidth = (int) Math.floor(w * cos + h * sin);
int newHeight = (int) Math.floor(h * cos + w * sin);
// A new image, into which the original can be painted
BufferedImage rotated = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = rotated.createGraphics();
// The transformation which will be used to actually rotate the image
// The translation, actually makes sure that the image is positioned onto
// the viewable area of the image
AffineTransform at = new AffineTransform();
at.translate((newWidth - w) / 2, (newHeight - h) / 2);
// And we rotate about the center of the image...
int x = w / 2;
int y = h / 2;
at.rotate(rads, x, y);
g2d.setTransform(at);
// And we paint the original image onto the new image
g2d.drawImage(source, 0, 0, null);
g2d.dispose();
return rotated;
}
This method will create a new image large enough to fit the rotated version of the source image.
You could then drop it into a helper class, add some helper methods and have a basic worker (and re-usable) solution, for example...
public class ImageUtilities {
public enum Direction {
NORTH, SOUTH, EAST, WEST
}
public static BufferedImage rotateBy(BufferedImage source, Direction direction) {
switch (direction) {
case NORTH:
return source;
case SOUTH:
return rotateBy(source, 180);
case EAST:
return rotateBy(source, 90);
case WEST:
return rotateBy(source, -90);
}
return null;
}
public static BufferedImage rotateBy(BufferedImage source, double degrees) {
// The size of the original image
int w = source.getWidth();
int h = source.getHeight();
// The angel of the rotation in radians
double rads = Math.toRadians(degrees);
// Some nice math which demonstrates I have no idea what I'm talking about
// Okay, this calculates the amount of space the image will need in
// order not be clipped when it's rotated
double sin = Math.abs(Math.sin(rads));
double cos = Math.abs(Math.cos(rads));
int newWidth = (int) Math.floor(w * cos + h * sin);
int newHeight = (int) Math.floor(h * cos + w * sin);
// A new image, into which the original can be painted
BufferedImage rotated = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = rotated.createGraphics();
// The transformation which will be used to actually rotate the image
// The translation, actually makes sure that the image is positioned onto
// the viewable area of the image
AffineTransform at = new AffineTransform();
at.translate((newWidth - w) / 2, (newHeight - h) / 2);
// And we rotate about the center of the image...
int x = w / 2;
int y = h / 2;
at.rotate(rads, x, y);
g2d.setTransform(at);
// And we paint the original image onto the new image
g2d.drawImage(source, 0, 0, null);
g2d.dispose();
return rotated;
}
}
(although I might use RIGHT, LEFT, UPSIDE or something, but that's me :P)
Runnable example...
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class TestPane extends JPanel {
private BufferedImage masterImage;
private BufferedImage northImage;
private BufferedImage southImage;
private BufferedImage eastImage;
private BufferedImage westImage;
public TestPane() throws IOException {
masterImage = ImageIO.read(new File("/absolute/path/to/your/image.png"));
northImage = ImageUtilities.rotateBy(masterImage, ImageUtilities.Direction.NORTH);
southImage = ImageUtilities.rotateBy(masterImage, ImageUtilities.Direction.SOUTH);
eastImage = ImageUtilities.rotateBy(masterImage, ImageUtilities.Direction.EAST);
westImage = ImageUtilities.rotateBy(masterImage, ImageUtilities.Direction.WEST);
setLayout(new GridLayout(3, 3));
add(new JLabel(""));
add(new JLabel(new ImageIcon(northImage)));
add(new JLabel(""));
add(new JLabel(new ImageIcon(westImage)));
add(new JLabel(new ImageIcon(masterImage)));
add(new JLabel(new ImageIcon(eastImage)));
add(new JLabel(""));
add(new JLabel(new ImageIcon(southImage)));
add(new JLabel(""));
}
}
public class ImageUtilities {
public enum Direction {
NORTH, SOUTH, EAST, WEST
}
public static BufferedImage rotateBy(BufferedImage source, Direction direction) {
switch (direction) {
case NORTH:
return source;
case SOUTH:
return rotateBy(source, 180);
case EAST:
return rotateBy(source, 90);
case WEST:
return rotateBy(source, -90);
}
return null;
}
public static BufferedImage rotateBy(BufferedImage source, double degrees) {
// The size of the original image
int w = source.getWidth();
int h = source.getHeight();
// The angel of the rotation in radians
double rads = Math.toRadians(degrees);
// Some nice math which demonstrates I have no idea what I'm talking about
// Okay, this calculates the amount of space the image will need in
// order not be clipped when it's rotated
double sin = Math.abs(Math.sin(rads));
double cos = Math.abs(Math.cos(rads));
int newWidth = (int) Math.floor(w * cos + h * sin);
int newHeight = (int) Math.floor(h * cos + w * sin);
// A new image, into which the original can be painted
BufferedImage rotated = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = rotated.createGraphics();
// The transformation which will be used to actually rotate the image
// The translation, actually makes sure that the image is positioned onto
// the viewable area of the image
AffineTransform at = new AffineTransform();
at.translate((newWidth - w) / 2, (newHeight - h) / 2);
// And we rotate about the center of the image...
int x = w / 2;
int y = h / 2;
at.rotate(rads, x, y);
g2d.setTransform(at);
// And we paint the original image onto the new image
g2d.drawImage(source, 0, 0, null);
g2d.dispose();
return rotated;
}
}
}
But the image is rotating in the wrong direction!
Okay, so change the angle of rotation to meet your needs!
As commented, the actual code is creating a new image for each pixel, that is, inside the inner loop. Only the image created in the last iteration is returned, containing just the last pixel.
The following code creates one single image - I tried to maintain the original code as much as possible:
private static BufferedImage rotateImg(BufferedImage image, String direction){
int width = image.getWidth();
int height = image.getHeight();
BufferedImage rotated = null;
switch(direction){
case "SOUTH":
rotated = new BufferedImage(width, height, image.getType());
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
rotated.setRGB((width - 1) - x, (height - 1) - y, image.getRGB(x,y));
}
}
break;
case "WEST":
//ROTATE LEFT
rotated = new BufferedImage(height, width, image.getType());
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
rotated.setRGB(y, (width - 1) - x, image.getRGB(x,y));
}
}
break;
case "EAST":
//ROTATE RIGHT
rotated = new BufferedImage(height, width, image.getType());
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
rotated.setRGB((height - 1) - y, x, image.getRGB(x,y));
}
}
break;
default:
return image;
}
return rotated;
}
To avoid having the loop code repeated (easier to maintain) we can use two functions - calX and calcY:
private static BufferedImage rotateImg(BufferedImage image, String direction){
int width = image.getWidth();
int height = image.getHeight();
BufferedImage rotated = null;
IntBinaryOperator calcX;
IntBinaryOperator calcY;
switch(direction){
case "SOUTH":
rotated = new BufferedImage(width, height, image.getType());
calcX = (x, y) -> (width - 1) - x;
calcY = (x, y) -> (height - 1) - y;
break;
case "WEST":
//ROTATE LEFT
rotated = new BufferedImage(height, width, image.getType());
calcX = (x, y) -> y;
calcY = (x, y) -> (width - 1) - x;
break;
case "EAST":
//ROTATE RIGHT
rotated = new BufferedImage(height, width, image.getType());
calcX = (x, y) -> (height - 1) - y;
calcY = (x, y) -> x;
break;
default:
return image;
}
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
rotated.setRGB(calcX.applyAsInt(x, y), calcY.applyAsInt(x, y), image.getRGB(x,y));
}
}
return rotated;
}

java - a more efficient way to draw tiles?

I have a specific tile object in my program. It consists of two images which can also be flipped. The first column of tiles (whether it's from the left or the right side it depends on the 'flip' boolean) has to be the 'bricks0' image, while all other should be 'bricks1'. So, this works just as I want it to and I'm just explaining this to make things clear about the code.
I have two of these objects in my program (one of them is flipped and the other isn't), which . So, the problem is that it ruins the performance of the game when more images need to be drawn. For example, if I lower the height of these objects, or render only one object, there is no lag.
So, how do I make this work more efficiently?
#Override
public void render(Graphics g) {
if(destroyed)
return;
//Initialises the height and width of a tile
int tW = 0, tH = 0;
BufferedImage img = bricks0;
if(!flip) {
for(int i = 0; i < w; i += tW) {
//Sets the image to 'bricks1' if it's not the first column, else, uses the initialised type of the image 'bricks0'
if(i != 0)
img = bricks1;
for(int j = 0; j < h; j += tH) {
//Calculates the remaining width and height yet to be drawn
int W = Math.abs(w - i), H = Math.abs(h - j);
/*Sets the width and height of the image;
* The width of 'bricks0' is 53, while for 'bricks1' it's 64;
* Height is 64
*/
tW = img.getWidth();
tH = img.getHeight();
/* Calculates the width and height of the subimage that is cropped from the original;
* This is done to prevent an image getting drawn out of the object's bounds
*/
if(W > tW)
W = tW;
if(H > tH)
H = tH;
//Crops and draws the image
img = img.getSubimage(0, 0, W, H);
g.drawImage(img, this.x + i, this.y + j, null);
}
}
}
else {
for(int i = w; i > 0; i -= tW) {
//Sets the image to 'bricks1' if it's not the first column, else, uses the initialised type of the image 'bricks0'
if(i != w)
img = bricks1;
for(int j = 0; j < h; j += tH) {
//Calculates the remaining width and height yet to be drawn
int W = i, H = Math.abs(h - j);
/*Sets the width and height of the image;
* The width of 'bricks0' is 53, while for 'bricks1' it's 64;
* Height is 64
*/
tW = img.getWidth();
tH = img.getHeight();
/* Calculates the width and height of the subimage that is cropped from the original;
* This is done to prevent an image getting drawn out of the object's bounds
*/
int x = 0, y = 0;
if(W > tW) {
W = tW;
}
else {
x = tW - W;
}
if(H > tH) {
H = tH;
}
//Crops and draws the image
img = img.getSubimage(x, y, W, H);
g.drawImage(img, this.x + i - tW, this.y + j, null);
}
}
}
}
I am currently drawing 26 images for both objects. 1 column is the 'bricks0' image, while the second is the 'bricks1' for each one of them.
edit: Okay, I've reduced the probability of a tile getting cropped by getSubimage(), but it still lags a little in cases when it has to cropp it..

Java OpenCV Layer small image onto larger image with transparency

I am trying to write a function that overlays an image at a rectangle with transparency over top of another image, However it doesn't layer the images it just erases the section that I overlay and the transparency cuts through the entire image. Here is my code.
public static void overlayImage(String imagePath, String overlayPath, int x, int y, int width, int height) {
Mat overlay = Imgcodecs.imread(overlayPath, Imgcodecs.IMREAD_UNCHANGED);
Mat image = Imgcodecs.imread(imagePath, Imgcodecs.IMREAD_UNCHANGED);
Rectangle rect = new Rectangle(x, y, width, height);
Imgproc.resize(overlay, overlay, rect.size());
Mat submat = image.submat(new Rect(rect.x, rect.y, overlay.cols(), overlay.rows()));
overlay.copyTo(submat);
Imgcodecs.imwrite(imagePath, image);
}
EDIT: Here are some example pictures:
Before:
After:
Found this function that does exactly what I needed.
public static void overlayImage(Mat background,Mat foreground,Mat output, Point location){
background.copyTo(output);
for(int y = (int) Math.max(location.y , 0); y < background.rows(); ++y){
int fY = (int) (y - location.y);
if(fY >= foreground.rows())
break;
for(int x = (int) Math.max(location.x, 0); x < background.cols(); ++x){
int fX = (int) (x - location.x);
if(fX >= foreground.cols()){
break;
}
double opacity;
double[] finalPixelValue = new double[4];
opacity = foreground.get(fY , fX)[3];
finalPixelValue[0] = background.get(y, x)[0];
finalPixelValue[1] = background.get(y, x)[1];
finalPixelValue[2] = background.get(y, x)[2];
finalPixelValue[3] = background.get(y, x)[3];
for(int c = 0; c < output.channels(); ++c){
if(opacity > 0){
double foregroundPx = foreground.get(fY, fX)[c];
double backgroundPx = background.get(y, x)[c];
float fOpacity = (float) (opacity / 255);
finalPixelValue[c] = ((backgroundPx * ( 1.0 - fOpacity)) + (foregroundPx * fOpacity));
if(c==3){
finalPixelValue[c] = foreground.get(fY,fX)[3];
}
}
}
output.put(y, x,finalPixelValue);
}
}
}

Using Bitmap to draw an image in Android

I need to put a random image inside a screen with given resolution (640x480, 1280x720, etc). I finished it in Java. In Android do not support the BufferedImage and Graphics2D, I wonder if there is a way to replace this code from Java to Android. Here is my code from Java:
public BufferedImage resizeImage(BufferedImage originalImage, int type){
BufferedImage resizedImage = new BufferedImage(screenWidth, screenHeight, type);
Graphics2D g = resizedImage.createGraphics();
int imgWidth = originalImage.getWidth();
int imgHeight = originalImage.getHeight();
int newImgWidth = 0;
int newImgHeight = 0;
int X = 0;
int Y = 0;
if (imgWidth > screenWidth){
// scale width to fit
newImgWidth = screenWidth;
//scale height to maintain aspect ratio
newImgHeight = (newImgWidth * imgHeight) / imgWidth;
}
if (newImgHeight > screenHeight) {
//scale height to fit instead
newImgHeight = screenHeight;
//scale width to maintain aspect ratio
newImgWidth = (newImgHeight * imgWidth) / imgHeight;
}
if (imgWidth < screenWidth && imgHeight < screenHeight) {
X = screenWidth/2 - imgWidth/2;
Y = screenHeight/2 - imgHeight/2;
g.drawImage(originalImage, X, Y, imgWidth, imgHeight, null);
g.dispose();
return resizedImage;
}
X = screenWidth/2 - newImgWidth/2;
Y = screenHeight/2 - newImgHeight/2;
g.drawImage(originalImage, X, Y, newImgWidth, newImgHeight, null);
g.dispose();
return resizedImage;
}
Thank you in advance!

Take monochrome picture (black and white) with Android

I would like to take a picture in true black and white in my app. I searched for solutions (in this site too), but I always found solution to put a photo in gray scale (for example in this topic), but it's not what I am looking for ...
I also found a topic proposing this :
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;
}
But the image quality is horrible ...
Is anyone having an idea please?
Thank you
If you like the image to be 1bit black/white you can use a simple (& slow) threshold algorithm
public static Bitmap createBlackAndWhite(Bitmap src) {
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;
// 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);
R = Color.red(pixel);
G = Color.green(pixel);
B = Color.blue(pixel);
int gray = (int) (0.2989 * R + 0.5870 * G + 0.1140 * B);
// use 128 as threshold, above -> white, below -> black
if (gray > 128)
gray = 255;
else
gray = 0;
// set new pixel color to output bitmap
bmOut.setPixel(x, y, Color.argb(A, gray, gray, gray));
}
}
return bmOut;
}
But depending on what that will not look good, for better results you need a dithering algorithm, see Algorithm overview - this one is the threshold method.
For 256 levels of gray conversion:
according to http://www.mathworks.de/help/toolbox/images/ref/rgb2gray.html you calculate the gray value of each pixel as gray = 0.2989 * R + 0.5870 * G + 0.1140 * B which would translate to
public static Bitmap createGrayscale(Bitmap src) {
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;
// 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);
R = Color.red(pixel);
G = Color.green(pixel);
B = Color.blue(pixel);
int gray = (int) (0.2989 * R + 0.5870 * G + 0.1140 * B);
// set new pixel color to output bitmap
bmOut.setPixel(x, y, Color.argb(A, gray, gray, gray));
}
}
return bmOut;
}
But that is pretty slow since you have to do that for millions of pixels separately.
https://stackoverflow.com/a/9377943/995891 has a much nicer way of achieving the same.
// code from that answer put into method from above
public static Bitmap createGrayscale(Bitmap src) {
int width = src.getWidth();
int height = src.getHeight();
Bitmap bmOut = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bmOut);
ColorMatrix ma = new ColorMatrix();
ma.setSaturation(0);
Paint paint = new Paint();
paint.setColorFilter(new ColorMatrixColorFilter(ma));
canvas.drawBitmap(src, 0, 0, paint);
return bmOut;
}
G = Color.red(pixel);
G = Color.green(pixel);
B = Color.red(pixel);
B = Color.blue(pixel);
See if this changes (in bold) helps.

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