Repeated lines/stripes using for loops in Java - java

i want to paint black and white stripes on the image, switching every 20th column both horizontally and vertically on top of an image while staying inside it's borders. so far i can get a black square with 1 pixel wide vertical stripes. i've tried to at least get skinny white stripes on my horizontal lines by switching things around but it's still vertical.
public void zebraStripes() {
Image img = ImageViewer.getImage();
double numPixelsWide = img.getWidth();
int numPixelsHigh = img.getHeight();
Color c = Color.WHITE;
Color b = Color.BLACK;
double i = numPixelsWide;
if (i % 20 == 0) {
for (int x = 0; x < numPixelsHigh; x++) {
for (int y = 0; y < i; y++) {
img.setPixelColor(y, x, b);
}
for (int z = 19; z < i; z = z + 20) {
img.setPixelColor(z, x, c);
}
}
}
}
// paint black and white stripes (left to right) on the image, switching
// every 20th row
public void jailBird() {
Image img = ImageViewer.getImage();
double numPixelsWide = img.getWidth();
double numPixelsHigh = img.getHeight();
Color c = Color.WHITE;
Color b = Color.BLACK;
double i = numPixelsHigh;
if (i % 20 == 0) {
for (int x = 0; x < numPixelsHigh; x++) {
for (int y = 0; y < i; y++) {
img.setPixelColor(y, x, b);
}
for (int z = 19; z < i; z = z + 20) {
img.setPixelColor(z, x, c);
}
}
}
}
}
how do i get the white stripes to be 20 pixels wide and horizontal?

Not tested! Hope it gets you going.
// paint a 20 pixels wide horizontal line for every 40 pixels
for (int y = 0; y < numPixelsHigh; y += 40) {
// paint a stripe
for (int ys = y; ys < y + 20; ys++) {
for (int x = 0; x < numPixelsWide; x++) {
img.setPixelColor(x, ys, Color.BLACK);
}
}
}

Related

Optimizing Black & White Filter in Java

I have implemented a method that applies Black & White over an image and I would like to know what would be the best alternative of the same algorithm but using Threads ?
public static void blackAndWhite()
{
for(int x = 0; x < img.getWidth(); x++)
{
for(int y = 0; y < img.getHeight(); y++)
{
int rgb = Main.img.getRGB(x, y);
Color c = new Color(rgb);
int grey = (int) (0.299 * c.getRed() + 0.587 * c.getGreen() + 0.114*c.getBlue());
Color c2 = new Color(grey, grey, grey);
Main.img.setRGB(x, y, c2.getRGB());
}
}
}
I thought of doing something like this but I get errors regarding 'final' status of x or y
Thread t = new Thread(() -> {
for(int x = 0; x < img.getWidth(); x++)
{
for(int y = 0; y < img.getHeight(); y++)
{
int rgb = Main.img.getRGB(x, y);
Color c = new Color(rgb);
int grey = (int) (0.299 * c.getRed() + 0.587 * c.getGreen() + 0.114*c.getBlue());
Color c2 = new Color(grey, grey, grey);
Main.img.setRGB(x, y, c2.getRGB());
}
}
});
t.start();
try{
t.join();
}catch(InterruptedException ie){
System.out.println(ie.getMessage());
}
Thank you !

How to get count of pixels red color on bitmap android

I want to get number of all red pixels on bitmap image, after I painted on it and merged with back image.
How can I do that? Please give me more details, I will be very grateful, thank you!
Example: Count of red pixels
Iterate through every single pixel in the bitmap
//define your red
static final int RED = Color.RED;
//counting
int count = 0;
for (int x = 0; x <= myBitmap.getWidth(); x++) {
for (int y = 0; x <= myBitmap.getHeight(); y++) {
if(myBitmap.getPixel(x, y))
count++;
}
}
//done. use the variable count
You have a Bitmap, you can get a pixel color from it using code below:
int countX = bitmap.getWidth();
int countY = bitmap.getHeight();
int redCount = 0;
for (int x = 0; x < countX; x++) {
for (int y = 0; y < countY; y--) {
int colorXY = bitmap.getPixel(x, y);
redCount += Color.red(colorXY);
}
}
I got something like this:
int countX = bm.getWidth();
int countY = bm.getHeight();
int redCount = 0;
for (int rangeX = 0; rangeX < countX; rangeX++) {
for (int rangeY = 0; rangeY < countY; rangeY++) {
int colorXY = bm.getPixel(rangeX, rangeY);
int r = Color.red(colorXY);
int g = Color.green(colorXY);
int b = Color.blue(colorXY);
if(Color.rgb(r,g,b) == Color.RED) {
redCount++;
/*bm.setPixel(rangeX,rangeY,Color.GREEN);*/
}
}
}

For loops creating black screen without reading integer array

Whenever I tried to get the pixel array in the ori class, which extends the Screen class, to render to the canvas (that, in turn, is written in the canvas in the main class) it just generated a black image over the canvas in the JFrame. This only happened when the 'for' loops are written as "x = 0" as opposed to "int x = 0". When the loops are written as "int x = 0" or "int y= 0", it did not generate anything, including the black screen.
This is from the origin method in the ori class:
if(x <= ax && y <= ay){
for(int y = 0; y < height; y++){
for(int x = 0; x < width; x++){
pixels[x + y * width] = 0xff00ff;
}
}
}
screen class:
void waves(){
rand = new Random();
for(y = 0; y < height; y++){
int r = 24 + 1;
int s = 10;
waves++;
if(waves == 75){
sel = rand.nextInt(2);
waves = 0;
}
if(sel == 0){
if(blue > 0){
float f = ray - r;
double uir = f * 0.0001;
u = blue *= uir;
}
else{
}
}
if(sel == 1){
if(blue > 0){
float f = ray + r;
double uir = f * 0.0001;
u = blue *= uir;
}
else{
}
}
for(x = 0; x < width; x++){
Color wacol = new Color(0, 0, u);
int water = wacol.getRGB();
pixels[x + y * width] = water;
orga.origin();
}
}
}
It appears that the 'for' loops written as "x = 0" are called upon and then, somehow, render without reading the pixel array. The same happens when "int x = 0" but with the opposite result. What is causing this and what is causing the code to ignore the pixel array?

Bitmap conversion: Creating bitmap that excludes transparent sides from transparent bitmap

I have a set of bitmaps. They are all transparent to some extent, and I don't know in advance which parts are transparent. I would like to create a new bitmap out of the original bitmap that excludes the transparent parts, but in a square. I think this image explains it:
I know how to create a bitmap out of a existing bitmap, but I don't know how to find out which part is transparent and how to use that to achieve my goal.
This is how I plan on doing this:
public Bitmap cutImage(Bitmap image) {
Bitmap newBitmap = null;
int width = image.getWidth();
int height = image.getHeight();
newBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(newBitmap);
//This is where I need to find out correct values of r1 and r1.
Rect r1 = new Rect(?, ?, ?, ?);
Rect r2 = new Rect(?, ?, ?, ?);
canvas.drawBitmap(image, r1, r2, null);
return newBitmap;
}
Does anyone know how to achieve this?
EDIT:
I got it work using the following algorithm to find left, right, top and bottom values:
private int x1;
private int x2;
private int y1;
private int y2;
private void findRectValues(Bitmap image)
{
for(int x = 0; x < image.getWidth(); x++)
{
for(int y = 0; y < image.getHeight(); y++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("X1 is: " + x);
x1 = x;
break;
}
}
if(x1 != 0)
break;
}
for(int x = image.getWidth()-1; x > 0; x--)
{
for(int y = 0; y < image.getHeight(); y++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("X2 is: " + x);
x2 = x;
break;
}
}
if(x2 != 0)
break;
}
for(int y = 0; y < image.getHeight(); y++)
{
for(int x = 0; x < image.getWidth(); x++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("Y1 is: " + y);
y1 = y;
break;
}
}
if(y1 != 0)
break;
}
for(int y = image.getHeight()-1; y > 0; y--)
{
for(int x = 0; x < image.getWidth(); x++)
{
if(image.getPixel(x, y) != Color.TRANSPARENT)
{
System.out.println("Y2 is: " + y);
y2 = y;
break;
}
}
if(y2 != 0)
break;
}
}
i think this is a bit more efficient and it works great for me
public Bitmap cropBitmapToBoundingBox(Bitmap picToCrop, int unusedSpaceColor) {
int[] pixels = new int[picToCrop.getHeight() * picToCrop.getWidth()];
int marginTop = 0, marginBottom = 0, marginLeft = 0, marginRight = 0, i;
picToCrop.getPixels(pixels, 0, picToCrop.getWidth(), 0, 0,
picToCrop.getWidth(), picToCrop.getHeight());
for (i = 0; i < pixels.length; i++) {
if (pixels[i] != unusedSpaceColor) {
marginTop = i / picToCrop.getWidth();
break;
}
}
outerLoop1: for (i = 0; i < picToCrop.getWidth(); i++) {
for (int j = i; j < pixels.length; j += picToCrop.getWidth()) {
if (pixels[j] != unusedSpaceColor) {
marginLeft = j % picToCrop.getWidth();
break outerLoop1;
}
}
}
for (i = pixels.length - 1; i >= 0; i--) {
if (pixels[i] != unusedSpaceColor) {
marginBottom = (pixels.length - i) / picToCrop.getWidth();
break;
}
}
outerLoop2: for (i = pixels.length - 1; i >= 0; i--) {
for (int j = i; j >= 0; j -= picToCrop.getWidth()) {
if (pixels[j] != unusedSpaceColor) {
marginRight = picToCrop.getWidth()
- (j % picToCrop.getWidth());
break outerLoop2;
}
}
}
return Bitmap.createBitmap(picToCrop, marginLeft, marginTop,
picToCrop.getWidth() - marginLeft - marginRight,
picToCrop.getHeight() - marginTop - marginBottom);
}
If all the images you want to crop are more or less in the center of the original canvas, I guess you could so something like this:
Start from each border working your way inwards the image searching for non-transparent pixels
Once you've found the top-left pixel and the right-bottom, you'll have your desired target.
Copy the image as you please
Now, the question remains is what you consider a transparent pixel. Does alpha trasparency counts? if so, how much alpha until you decide it's transparent enough to be cut from the image?
To find the non-transparent area of your bitmap, iterate across the bitmap in x and y and find the min and max of the non-transparent region. Then crop the bitmap to those co-ordinates.
Bitmap CropBitmapTransparency(Bitmap sourceBitmap)
{
int minX = sourceBitmap.getWidth();
int minY = sourceBitmap.getHeight();
int maxX = -1;
int maxY = -1;
for(int y = 0; y < sourceBitmap.getHeight(); y++)
{
for(int x = 0; x < sourceBitmap.getWidth(); x++)
{
int alpha = (sourceBitmap.getPixel(x, y) >> 24) & 255;
if(alpha > 0) // pixel is not 100% transparent
{
if(x < minX)
minX = x;
if(x > maxX)
maxX = x;
if(y < minY)
minY = y;
if(y > maxY)
maxY = y;
}
}
}
if((maxX < minX) || (maxY < minY))
return null; // Bitmap is entirely transparent
// crop bitmap to non-transparent area and return:
return Bitmap.createBitmap(sourceBitmap, minX, minY, (maxX - minX) + 1, (maxY - minY) + 1);
}

Crop image to smallest size by removing transparent pixels in java

I have a sprite sheet which has each image centered in a 32x32 cell. The actual images are not 32x32, but slightly smaller. What I'd like to do is take a cell and crop the transparent pixels so the image is as small as it can be.
How would I do that in Java (JDK 6)?
Here is an example of how I'm currently breaking up the tile sheet into cells:
BufferedImage tilesheet = ImageIO.read(getClass().getResourceAsStream("/sheet.png");
for (int i = 0; i < 15; i++) {
Image img = tilesheet.getSubimage(i * 32, 0, 32, 32);
// crop here..
}
My current idea was to test each pixel from the center working my way out to see if it is transparent, but I was wondering if there would be a faster/cleaner way of doing this.
There's a trivial solution – to scan every pixel. The algorithm bellow has a constant performance of O(w•h).
private static BufferedImage trimImage(BufferedImage image) {
int width = image.getWidth();
int height = image.getHeight();
int top = height / 2;
int bottom = top;
int left = width / 2 ;
int right = left;
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (image.getRGB(x, y) != 0){
top = Math.min(top, y);
bottom = Math.max(bottom, y);
left = Math.min(left, x);
right = Math.max(right, x);
}
}
}
return image.getSubimage(left, top, right - left + 1, bottom - top + 1);
}
But this is much more effective:
private static BufferedImage trimImage(BufferedImage image) {
WritableRaster raster = image.getAlphaRaster();
int width = raster.getWidth();
int height = raster.getHeight();
int left = 0;
int top = 0;
int right = width - 1;
int bottom = height - 1;
int minRight = width - 1;
int minBottom = height - 1;
top:
for (;top <= bottom; top++){
for (int x = 0; x < width; x++){
if (raster.getSample(x, top, 0) != 0){
minRight = x;
minBottom = top;
break top;
}
}
}
left:
for (;left < minRight; left++){
for (int y = height - 1; y > top; y--){
if (raster.getSample(left, y, 0) != 0){
minBottom = y;
break left;
}
}
}
bottom:
for (;bottom > minBottom; bottom--){
for (int x = width - 1; x >= left; x--){
if (raster.getSample(x, bottom, 0) != 0){
minRight = x;
break bottom;
}
}
}
right:
for (;right > minRight; right--){
for (int y = bottom; y >= top; y--){
if (raster.getSample(right, y, 0) != 0){
break right;
}
}
}
return image.getSubimage(left, top, right - left + 1, bottom - top + 1);
}
This algorithm follows the idea from pepan's answer (see above) and is 2 to 4 times more effective. The difference is: it never scans any pixel twice and tries to contract search range on each stage.
The worst case of the method's performance is O(w•h–a•b)
This code works for me. The algorithm is simple, it iterates from left/top/right/bottom of the picture and finds the very first pixel in the column/row which is not transparent. It then remembers the new corner of the trimmed picture and finally it returns the sub image of the original image.
There are things which could be improved.
The algorithm expects, there is the alpha byte in the data. It will fail on an index out of array exception if there is not.
The algorithm expects, there is at least one non-transparent pixel in the picture. It will fail if the picture is completely transparent.
private static BufferedImage trimImage(BufferedImage img) {
final byte[] pixels = ((DataBufferByte) img.getRaster().getDataBuffer()).getData();
int width = img.getWidth();
int height = img.getHeight();
int x0, y0, x1, y1; // the new corners of the trimmed image
int i, j; // i - horizontal iterator; j - vertical iterator
leftLoop:
for (i = 0; i < width; i++) {
for (j = 0; j < height; j++) {
if (pixels[(j*width+i)*4] != 0) { // alpha is the very first byte and then every fourth one
break leftLoop;
}
}
}
x0 = i;
topLoop:
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
if (pixels[(j*width+i)*4] != 0) {
break topLoop;
}
}
}
y0 = j;
rightLoop:
for (i = width-1; i >= 0; i--) {
for (j = 0; j < height; j++) {
if (pixels[(j*width+i)*4] != 0) {
break rightLoop;
}
}
}
x1 = i+1;
bottomLoop:
for (j = height-1; j >= 0; j--) {
for (i = 0; i < width; i++) {
if (pixels[(j*width+i)*4] != 0) {
break bottomLoop;
}
}
}
y1 = j+1;
return img.getSubimage(x0, y0, x1-x0, y1-y0);
}
I think this is exactly what you should do, loop through the array of pixels, check for alpha and then discard. Although when you for example would have a star shape it will not resize the image to be smaller be aware of this.
A simple fix for code above. I used the median for RGB and fixed the min() function of x and y:
private static BufferedImage trim(BufferedImage img) {
int width = img.getWidth();
int height = img.getHeight();
int top = height / 2;
int bottom = top;
int left = width / 2 ;
int right = left;
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (isFg(img.getRGB(x, y))){
top = Math.min(top, y);
bottom = Math.max(bottom, y);
left = Math.min(left, x);
right = Math.max(right, x);
}
}
}
return img.getSubimage(left, top, right - left, bottom - top);
}
private static boolean isFg(int v) {
Color c = new Color(v);
return(isColor((c.getRed() + c.getGreen() + c.getBlue())/2));
}
private static boolean isColor(int c) {
return c > 0 && c < 255;
}
[Hi I tried the following. In the images file idle1.png is the image with a big transparent box while testing.png is the same image with minimum bounding box
'BufferedImage tempImg = (ImageIO.read(new File(fileNPath)));
WritableRaster tempRaster = tempImg.getAlphaRaster();
int x1 = getX1(tempRaster);
int y1 = getY1(tempRaster);
int x2 = getX2(tempRaster);
int y2 = getY2(tempRaster);
System.out.println("x1:"+x1+" y1:"+y1+" x2:"+x2+" y2:"+y2);
BufferedImage temp = tempImg.getSubimage(x1, y1, x2 - x1, y2 - y1);
//for idle1.png
String filePath = fileChooser.getCurrentDirectory() + "\\"+"testing.png";
System.out.println("filePath:"+filePath);
ImageIO.write(temp,"png",new File(filePath));
where the get functions are
public int getY1(WritableRaster raster) {
//top of character
for (int y = 0; y < raster.getHeight(); y++) {
for (int x = 0; x < raster.getWidth(); x++) {
if (raster.getSample(x, y,0) != 0) {
if(y>0) {
return y - 1;
}else{
return y;
}
}
}
}
return 0;
}
public int getY2(WritableRaster raster) {
//ground plane of character
for (int y = raster.getHeight()-1; y > 0; y--) {
for (int x = 0; x < raster.getWidth(); x++) {
if (raster.getSample(x, y,0) != 0) {
return y + 1;
}
}
}
return 0;
}
public int getX1(WritableRaster raster) {
//left side of character
for (int x = 0; x < raster.getWidth(); x++) {
for (int y = 0; y < raster.getHeight(); y++) {
if (raster.getSample(x, y,0) != 0) {
if(x > 0){
return x - 1;
}else{
return x;
}
}
}
}
return 0;
}
public int getX2(WritableRaster raster) {
//right side of character
for (int x = raster.getWidth()-1; x > 0; x--) {
for (int y = 0; y < raster.getHeight(); y++) {
if (raster.getSample(x, y,0) != 0) {
return x + 1;
}
}
}
return 0;
}'[Look at Idle1.png and the minimum bounding box idle = testing.png][1]
Thank you for your help regards Michael.Look at Idle1.png and the minimum bounding box idle = testing.png]images here
If your sheet already has transparent pixels, the BufferedImage returned by getSubimage() will, too. The default Graphics2D composite rule is AlphaComposite.SRC_OVER, which should suffice for drawImage().
If the sub-images have a distinct background color, use a LookupOp with a four-component LookupTable that sets the alpha component to zero for colors that match the background.
I'd traverse the pixel raster only as a last resort.
Addendum: Extra transparent pixels may interfere with collision detection, etc. Cropping them will require working with a WritableRaster directly. Rather than working from the center out, I'd start with the borders, using a pair of getPixels()/setPixels() methods that can modify a row or column at a time. If a whole row or column has zero alpha, mark it for elimination when you later get a sub-image.

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