When I Read a Image Pixel the pixel Alpha is always 255 - java

In the following code example I set an Image pixel Alpha value to 70 but when I extract it again I get 255. Am I extracting it wrong or setting it wrong? what am I missing or not understanding.
public void createImage()
{
BufferedImage img = new BufferedImage(2, 2,
BufferedImage.TYPE_INT_RGB);
//Set Pixel
int red = 50;
int green = 10;
int blue = 100;
int alpha = 70;
int col = (alpha << 24) | (red << 16) | (green << 8) | blue;
img.setRGB(0, 0, col); //Set pixel 0,0
//Read Pixel
int colint = img.getRGB(0, 0); //Get pixel 0,0
Color newCol = new Color(colint,true);
int alphaToPrint = newCol.getAlpha();
int redToPrint = newCol.getRed();
int greenToPrint = newCol.getGreen();
int blueToPrint = newCol.getBlue();
System.out.println("redToPrint :" +String.valueOf(redToPrint));
System.out.println("greenToPrint :" +String.valueOf(greenToPrint));
System.out.println("blueToPrint :" +String.valueOf(blueToPrint));
System.out.println("alphaToPrint :" +String.valueOf(alphaToPrint));
}
The result when running the code :
What I expected is to get 70 when reading the alpha value :
int alphaToPrint = newCol.getAlpha();
Please help.

Your BufferedImage has no alpha channel (TYPE_INT_RGB)
Use BufferedImage.TYPE_INT_ARGB instead (note the 'A')

Related

glReadPixels returns more data than expected

I want to save a video of what I am showing with openGL using JOGL. To do this, I am writing my frames to pictures as follows and then, once I have saved all frames I'll use ffmpeg. I know that this is not the best approach but I still don't have much clear how to accelerate with tex2dimage and PBOs. Any help in that direction would be very useful.
Anyway, my problem is that if I run the opengl class it works but, if I call this class from another class, then I see that the glReadPixels is trhowing me an error. It always returns more data to buffer than memory has been allocated to my buffer "pixelsRGB". Does anyone know why?
As an example: width = 1042; height=998. Allocated=3.119.748 glPixels returned=3.121.742
public void display(GLAutoDrawable drawable) {
//Draw things.....
//bla bla bla
t++; //This is a time variable for the animation (it says to me the frame).
//Save frame
int width = drawable.getSurfaceWidth();
int height = drawable.getSurfaceHeight();
ByteBuffer pixelsRGB = Buffers.newDirectByteBuffer(width * height * 3);
gl.glReadPixels(0, 0, width,height, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, pixelsRGB);
BufferedImage bufferedImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
int[] pixels = new int[width * height];
int firstByte = width * height * 3;
int sourceIndex;
int targetIndex = 0;
int rowBytesNumber = width * 3;
for (int row = 0; row < height; row++) {
firstByte -= rowBytesNumber;
sourceIndex = firstByte;
for (int col = 0; col < width; col++) {
int iR = pixelsRGB.get(sourceIndex++);
int iG = pixelsRGB.get(sourceIndex++);
int iB = pixelsRGB.get(sourceIndex++);
pixels[targetIndex++] = 0xFF000000
| ((iR & 0x000000FF) << 16)
| ((iG & 0x000000FF) << 8)
| (iB & 0x000000FF);
}
}
bufferedImage.setRGB(0, 0, width, height, pixels, 0, width);
File a = new File(t+".png");
ImageIO.write(bufferedImage, "PNG", a);
}
NOTE: With pleluron's answer now it works. The good code is:
public void display(GLAutoDrawable drawable) {
//Draw things.....
//bla bla bla
t++; //This is a time variable for the animation (it says to me the frame).
//Save frame
int width = drawable.getSurfaceWidth();
int height = drawable.getSurfaceHeight();
ByteBuffer pixelsRGB = Buffers.newDirectByteBuffer(width * height * 4);
gl.glReadPixels(0, 0, width,height, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, pixelsRGB);
BufferedImage bufferedImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
int[] pixels = new int[width * height];
int firstByte = width * height * 4;
int sourceIndex;
int targetIndex = 0;
int rowBytesNumber = width * 4;
for (int row = 0; row < height; row++) {
firstByte -= rowBytesNumber;
sourceIndex = firstByte;
for (int col = 0; col < width; col++) {
int iR = pixelsRGB.get(sourceIndex++);
int iG = pixelsRGB.get(sourceIndex++);
int iB = pixelsRGB.get(sourceIndex++);
sourceIndex++;
pixels[targetIndex++] = 0xFF000000
| ((iR & 0x000000FF) << 16)
| ((iG & 0x000000FF) << 8)
| (iB & 0x000000FF);
}
}
bufferedImage.setRGB(0, 0, width, height, pixels, 0, width);
File a = new File(t+".png");
ImageIO.write(bufferedImage, "PNG", a);
}
The default value of GL_PACK_ALIGNMENT set with glPixelStore is 4. It means that each row of pixelsRGB should start at an address that is a multiple of 4, and the width of your buffer (1042) times the number of bytes in a pixel (3) isn't a multiple of 4. Adding a little padding so the next row starts at a multiple of 4 will make the total byte size of your buffer larger than what you expected.
To fix it, set GL_PACK_ALIGNMENT to 1. You could also read the pixels with GL_RGBA and use a larger buffer, since the data is most likely to be stored that way both on the GPU and in BufferedImage.
Edit: BufferedImage doesn't have a convenient 'setRGBA', too bad.

Detect & remove a range of colors from Java BufferedImage

I'm building an application that uses OCR to read text from an image (using Tess4J for Google's Tesseract), but I want to ignore the tan-colored text and only read the grey.
In the image below, for instance, I only want to read "Ricki" and ignore "AOA".
http://i.imgur.com/daCuTbB.png
To accomplish this, I figured removing the tan color from the image before performing OCR was my best option.
/* Remove RGB Value for Group Tag */
int width = image.getWidth();
int height = image.getHeight();
int[] pixels = new int[width * height];
image.getRGB(0, 0, width, height, pixels, 0, width);
for (int i = 0; i < pixels.length; i++) {
//If pixel is between dark-tan value and light-tan value
if (pixels[i] > 0xFF57513b && pixels[i] < 0xFF6b6145) {
// Set pixel to black
System.out.println("pixel found");
pixels[i] = 0xFF000000;
}
}
image.setRGB(0, 0, width, height, pixels, 0, width);
But this code removes almost all of the grey text as well. You aren't able to simply compare hex color values for a range of values the way I have. Is there another way to approach detecting a range of colors? Or a better different approach to this problem?
haraldK pointed me in the right direction by mentioning converting RGB. Bit shifting to get individual r, g, and b int values from the hex value allowed me to compare the color within a range and black out a range of colors from the image.
int baser = 108; //base red
int baseg = 96; //base green
int baseb = 68; //base blue
int range = 10; //threshold + and - from base values
/* Set all pixels within +- range of base RGB to black */
for (int i = 0; i < pixels.length; i++) {
int a = (pixels[i]>>24) &0xFF; //alpha
int r = (pixels[i]>>16) &0xFF; //red
int g = (pixels[i]>>8) &0xFF; //green
int b = (pixels[i]>>0) &0xFF; //blue
if ( (r > baser-range && r < baser+range) &&
(g > baseg-range && g < baseg+range) &&
(b > baseb-range && b < baseb+range) ) {
pixels[i] = 0xFF000000; //Set to black
}
}

Incorrect result of image subtraction

I wanted to subtract two images pixel by pixel to check how much they are similar. Images have the same size one is little darker and beside brightness they don't differ. But I get those little dots in the result. Did I subtract those two images rigth? Both are bmp files.
import java.awt.image.BufferedImage;
import java.io.File;
import javax.imageio.ImageIO;
public class Main2 {
public static void main(String[] args) throws Exception {
int[][][] ch = new int[4][4][4];
BufferedImage image1 = ImageIO.read(new File("1.bmp"));
BufferedImage image2 = ImageIO.read(new File("2.bmp"));
BufferedImage image3 = new BufferedImage(image1.getWidth(), image1.getHeight(), image1.getType());
int color;
for(int x = 0; x < image1.getWidth(); x++)
for(int y = 0; y < image1.getHeight(); y++) {
color = Math.abs(image2.getRGB(x, y) - image1.getRGB(x, y));
image3.setRGB(x, y, color);
}
ImageIO.write(image3, "bmp", new File("image.bmp"));
}
}
Image 1
Image 2
Result
The problem here is that you can't subtract the colors direcly. Each pixel is represented by one int value. This int value consists of 4 bytes. These 4 bytes represent the color components ARGB, where
A = Alpha
R = Red
G = Green
B = Blue
(Alpha is the opacity of the pixel, and always 255 (that is, the maximum value) in BMP images).
Thus, one pixel may be represented by
(255, 0, 254, 0)
When you subtract another pixel from this one, like (255, 0, 255, 0), then the third byte will underflow: It would become -1. But since this is part of ONE integer, the resulting color will be something like
(255, 0, 254, 0) -
(255, 0, 255, 0) =
(255, 255, 255, 0)
and thus, be far from what you would expect in this case.
The key point is that you have to split your color into the A,R,G and B components, and perform the computation on these components. In the most general form, it may be implemented like this:
int argb0 = image0.getRGB(x, y);
int argb1 = image1.getRGB(x, y);
int a0 = (argb0 >> 24) & 0xFF;
int r0 = (argb0 >> 16) & 0xFF;
int g0 = (argb0 >> 8) & 0xFF;
int b0 = (argb0 ) & 0xFF;
int a1 = (argb1 >> 24) & 0xFF;
int r1 = (argb1 >> 16) & 0xFF;
int g1 = (argb1 >> 8) & 0xFF;
int b1 = (argb1 ) & 0xFF;
int aDiff = Math.abs(a1 - a0);
int rDiff = Math.abs(r1 - r0);
int gDiff = Math.abs(g1 - g0);
int bDiff = Math.abs(b1 - b0);
int diff =
(aDiff << 24) | (rDiff << 16) | (gDiff << 8) | bDiff;
result.setRGB(x, y, diff);
Since these are grayscale images, the computations done here are somewhat redundant: For grayscale images, the R, G and B components are always equal. And since the opacity is always 255, it does not have to be treated explicitly here. So for your particular case, it should be sufficient to simplify this to
int argb0 = image0.getRGB(x, y);
int argb1 = image1.getRGB(x, y);
// Here the 'b' stands for 'blue' as well
// as for 'brightness' :-)
int b0 = argb0 & 0xFF;
int b1 = argb1 & 0xFF;
int bDiff = Math.abs(b1 - b0);
int diff =
(255 << 24) | (bDiff << 16) | (bDiff << 8) | bDiff;
result.setRGB(x, y, diff);
You did not "subtract one pixel from the other" correctly. getRGB returns "an integer pixel in the default RGB color model (TYPE_INT_ARGB)". What you are seeing is an "overflow" from one byte into the next, and thus from one color into the next.
Suppose you have colors 804020 - 404120 -- this is 3FFF00; the difference in the G component, 1 gets output as FF.
The correct procedure is to split the return value from getRGB into separate red, green, and blue, subtract each one, make sure they fit into unsigned bytes again (I guess your Math.abs is okay) and then write out a reconstructed new RGB value.
I found this which does what you want. It does seem to do the same thing and it may be more "correct" than your code. I assume it's possible to extract the source code.
http://tutorial.simplecv.org/en/latest/examples/image-math.html
/Fredrik Wahlgren

Getting RGB values from an int image (Java)

I'm attempting to work out the area of a greyscale image, I'm aware that I could use getRGB() if it was a buffered image, but i'm using a toolkit so it is therefore a int image. I just want to ask how I can get the pixel value? I've included my code below
import iptoolkit.*;
public class FindArea {
public static void main(String[] args) {
String imageDir = "C:/Users/John/Dropbox/finalYear/Project/Leaves/";
MainWindow mw = new MainWindow();
int area = 0;
IntImage src = new IntImage(imageDir + "bg7.jpg", 256, 256);
src.displayImage(); //displays the image in a window
for (int row = 0; row <= src.getRows(); row++)
{
for (int col=0; col <= src.getCols(); col++)
{
//if(src.pixels[row][col] >= 0)
area++;
}
}
System.out.print("The area of the leaf is:" +area);
}
int pixel = src.pixels[row][col];
int red = (pixel & 0x00ff0000) >> 16;
int green = (pixel & 0x0000ff00) >> 8;
int blue = pixel & 0x000000ff;
// and the Java Color is ...
Color color = new Color(red,green,blue);
based on this for BufferedImage, but principle is same.
I believe to remember that bits in an RGB value are ordered like that:
8 bit of R | 8 bits of G | 8 bits of B
But it also depends on the type of image that you are using.
Use some bit operators like shift << and >> and mask the value with a and operator &.

How to get pixel value of Black and White Image?

I making App in netbeans platform using java Swing and JAI. In this i want to do image processing. I capture .tiff black and white image using X-Ray gun. after that i want to plot histogram of that Black and White image. so, for plot to histogram , first we have to get gray or black and white image pixel value. then we can plot histogram using this pixel value.so, how can i get this pixel value of black and white image?
This should work if you use java.awt.image.BufferedImage.
Since you want to create a histogram, I suppose you will loop through all the pixels. There is the method for returning a single pixel value.
int getRGB(int x, int y)
However, since looping will take place I suppose you'd want to use this one:
int[] getRGB(int startX, int startY, int w, int h, int[] rgbArray, int offset, int scansize)
When you get the array, use:
int alpha = (pixels[i] >> 24) & 0x000000FF;
int red = (pixels[i] >> 16) & 0x000000FF;
int green = (pixels[i] >>8 ) & 0x000000FF;
int blue = pixels[i] & 0x000000FF;
To extract the channel data. Not sure if the variables can be declared as byte (we are using only one byte of the integer in the array, although byte is signed and different arithmetic takes place - two's complement form), but you can declare them as short.
Then preform some maths on these values, for example:
int average = (red + green + blue) / 3;
This will return the average for the pixel, giving you a point you can use in a simple luminosity histogram.
EDIT:
Regarding histogram creation, I have used this class. It takes the image you want the histogram of as an argument to its setImage(BufferedImage image) method. Use updateHistogram() for array populating. The drawing data is in paintComponent(Graphics g). I must admit, it is sloppy, especially when calculating the offsets, but it can be easily simplified.
Here is the whole class:
class HistogramCtrl extends JComponent
{
BufferedImage m_image;
int[] m_histogramArray = new int[256]; //What drives our histogram
int m_maximumPixels;
public HistogramCtrl(){
m_maximumPixels = 0;
for(short i = 0; i<256; i++){
m_histogramArray[i] = 0;
}
}
void setImage(BufferedImage image){
m_image = image;
updateHistogram();
repaint();
}
void updateHistogram(){
if(m_image == null) return;
int[] pixels = m_image.getRGB(0, 0, m_image.getWidth(), m_image.getHeight(), null, 0, m_image.getWidth());
short currentValue = 0;
int red,green,blue;
for(int i = 0; i<pixels.length; i++){
red = (pixels[i] >> 16) & 0x000000FF;
green = (pixels[i] >>8 ) & 0x000000FF;
blue = pixels[i] & 0x000000FF;
currentValue = (short)((red + green + blue) / 3); //Current value gives the average //Disregard the alpha
assert(currentValue >= 0 && currentValue <= 255); //Something is awfully wrong if this goes off...
m_histogramArray[currentValue] += 1; //Increment the specific value of the array
}
m_maximumPixels = 0; //We need to have their number in order to scale the histogram properly
for(int i = 0; i < m_histogramArray.length;i++){ //Loop through the elements
if(m_histogramArray[i] > m_maximumPixels){ //And find the bigges value
m_maximumPixels = m_histogramArray[i];
}
}
}
protected void paintComponent(Graphics g){
assert(m_maximumPixels != 0);
Rectangle rect = g.getClipBounds();
Color oldColor = g.getColor();
g.setColor(new Color(210,210,210));
g.fillRect((int)rect.getX(), (int)rect.getY(), (int)rect.getWidth(), (int)rect.getHeight());
g.setColor(oldColor);
String zero = "0";
String thff = "255";
final short ctrlWidth = (short)rect.getWidth();
final short ctrlHeight = (short)rect.getHeight();
final short activeWidth = 256;
final short activeHeight = 200;
final short widthSpacing = (short)((ctrlWidth - activeWidth)/2);
final short heightSpacing = (short)((ctrlHeight - activeHeight)/2);
Point startingPoint = new Point();
final int substraction = -1;
startingPoint.x = widthSpacing-substraction;
startingPoint.y = heightSpacing+activeHeight-substraction;
g.drawString(zero,widthSpacing-substraction - 2,heightSpacing+activeHeight-substraction + 15);
g.drawString(thff,widthSpacing+activeWidth-substraction-12,heightSpacing+activeHeight-substraction + 15);
g.drawLine(startingPoint.x, startingPoint.y, widthSpacing+activeWidth-substraction, heightSpacing+activeHeight-substraction);
g.drawLine(startingPoint.x,startingPoint.y,startingPoint.x,heightSpacing-substraction);
double factorHeight = (double)activeHeight / m_maximumPixels; //The height divided by the number of pixels is the factor of multiplication for the other dots
Point usingPoint = new Point(startingPoint.x,startingPoint.y);
usingPoint.x+=2; //I want to move this two points in order to be able to draw the pixels with value 0 a bit away from the limit
Point tempPoint = new Point();
for(short i = 0; i<256; i++){
tempPoint.x = usingPoint.x;
tempPoint.y = (int)((heightSpacing+activeHeight-substraction) - (m_histogramArray[i] * factorHeight));
if((i!=0 && (i % 20 == 0)) || i == 255){
oldColor = g.getColor();
g.setColor(oldColor.brighter());
//Draw horizontal ruler sections
tempPoint.x = widthSpacing + i;
tempPoint.y = heightSpacing+activeHeight-substraction+4;
g.drawLine(tempPoint.x,tempPoint.y,widthSpacing + i,heightSpacing+activeHeight-substraction-4);
if(i <= 200){
//Draw vertical ruler sections
tempPoint.x = widthSpacing - substraction - 3;
tempPoint.y = heightSpacing+activeHeight-substraction-i;
g.drawLine(tempPoint.x,tempPoint.y,widthSpacing - substraction + 4, heightSpacing+activeHeight-substraction-i);
}
tempPoint.x = usingPoint.x;
tempPoint.y = usingPoint.y;
g.setColor(oldColor);
}
g.drawLine(usingPoint.x, usingPoint.y, tempPoint.x, tempPoint.y);
usingPoint.x++; //Set this to the next point
}
}
}

Categories