Java blurrying background with Graphics2D - java

I'm using Java to create an image with text. I set the color of the background and fill it up. Then I place the text using LineBreakMeasurer. The problem is (As you can see in the attached image) the image background around the text is blurry (if you zoom on). This is a problem for me. Is it possible to fix that?
final BufferedImage image = new BufferedImage(600, 400, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = image.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setColor(new Color(255,0,0));
g2d.fillRect (0, 0, image.getWidth(), image.getHeight());
...
AttributedString attributedString = getAttributedString(text, fontSize, new Color(1.0f,1.0f,1.0f,0.9f));
AttributedCharacterIterator characterIterator = attributedString
.getIterator();
FontRenderContext fontRenderContext = g2d.getFontRenderContext();
LineBreakMeasurer measurer = new LineBreakMeasurer(characterIterator,
fontRenderContext);
while (measurer.getPosition() < characterIterator.getEndIndex()) {
TextLayout textLayout = measurer.nextLayout(width);
int currentX = x + (int)(width - textLayout.getVisibleAdvance()) / 2;
y += textLayout.getAscent();
textLayout.draw(g2d, currentX, y);
}

If you're referring to the artifacts around the letters, the problem isn't with your painting code. It's the result of saving the image as a JPEG. Save it using a non-lossy format, like PNG. You could also try reducing the compression of the JPEG, but saving as a PNG is probably easier.

Related

Is there a drawImage() function that draws a circular subset of an image onto the screen? [duplicate]

How to make Circle image Label in Java?
I wanna make circle image Label But I can't do this.. Hey guys Help me..T.T
I tried make circle panel for add image icon but that didn't work.
help me please...
I think you should change your tack, instead of trying to modify the output of a component, instead, modify the input...
So all this does, is apply a circular (alpha based) mask to another image
BufferedImage master = ImageIO.read(new File("/Volumes/Disk02/Dropbox/MegaTokyo/thumnails/megatokyo_omnibus_1_3_cover_by_fredrin-d4oupef.jpg"));
int diameter = Math.min(master.getWidth(), master.getHeight());
BufferedImage mask = new BufferedImage(master.getWidth(), master.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = mask.createGraphics();
applyQualityRenderingHints(g2d);
g2d.fillOval(0, 0, diameter - 1, diameter - 1);
g2d.dispose();
BufferedImage masked = new BufferedImage(diameter, diameter, BufferedImage.TYPE_INT_ARGB);
g2d = masked.createGraphics();
applyQualityRenderingHints(g2d);
int x = (diameter - master.getWidth()) / 2;
int y = (diameter - master.getHeight()) / 2;
g2d.drawImage(master, x, y, null);
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.DST_IN));
g2d.drawImage(mask, 0, 0, null);
g2d.dispose();
JOptionPane.showMessageDialog(null, new JLabel(new ImageIcon(masked)));
The benefit of this is you can get soft clipping (which setClip doesn't provide) as well as not messing with the existing clipping shape of a component
And applyQualityRenderingHints...
public static void applyQualityRenderingHints(Graphics2D g2d) {
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_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
}
Go to the blog NiceApplication1.BlogSpot.Com, and Download the new Nice Application 1 Home Stupendous, then after extract goes to the dist folder and open the Java Jar Nice Application 1, and take the jar Nice_Application_1_Files, and convert your method only in some lines for saving space.
After jar adds only the below method with your file location and call method.
import Nice_Application_1.Icon;
private void Addicon() throws java.lang.NullPointerException, IOException {
Icon test = new Icon("C:\\Image.jpg");
String nice = test.icon();
BufferedImage Appli1 = test.Application1;
jToggleButton0.setIcon(new ImageIcon(Appli1));
}
//Circle shape icon you can use with the above method.
Above example, with Jbutton if want in a popup so type JOptionPane.showMessageDialog(null, new JLabel(new ImageIcon(Appli1)));
After downloading the jar, you can also get more advantages.
You can use the Area class to create a clip region:
BufferedImage image = ImageIO.read(new File("..."));
Area clip = new Area( new Rectangle(0, 0, image.getWidth(), image.getHeight()) );
Area oval = new Area( new Ellipse2D.Double(0, 0, image.getWidth() - 1, image.getHeight() - 1) );
clip.subtract( oval );
Graphics g2d = image.createGraphics();
g2d.setClip( clip );
g2d.setColor( Color.BLACK );
g2d.fillRect(0, 0, image.getWidth(), image.getHeight());
JOptionPane.showMessageDialog(null, new JLabel(new ImageIcon(image)));

Java AWT text produces artifacts

I'm trying to draw some text on some plain color background, and I'm getting some artifacts around the text. Is there a way to get clean writing?
final BufferedImage image = new BufferedImage(400, 400,
BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setColor(Color.BLUE);
g2d.fillRect(0,0, image.getWidth(), image.getHeight());
Font font = new Font ("Verdana", Font.PLAIN, 40);
AffineTransform affinetransform = new AffineTransform();
FontRenderContext frc = new FontRenderContext(affinetransform, true, true);
TextLayout layout = new TextLayout("Hello World!", font, frc);
g2d.setColor(Color.WHITE);
layout.draw(g2d, 100, 100);
ImageIO.write(image, "jpg", new File("testDirtyText.jpg"));
It's producing some artifacts as shown here:
Any advice around any other aspect of this would be appreciated as well.
Thanks!
I'm not quite sure whether you're referring to aliasing artifacts or JPEG compression artifacts. To fix the former, add:
g2d.setRenderingHint(
RenderingHints.KEY_TEXT_ANTIALIASING,
RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
See https://docs.oracle.com/javase/8/docs/api/java/awt/RenderingHints.html for more rendering options.
To fix the latter, save as a PNG instead:
ImageIO.write(image, "png", new File("test.png"));
Or if you really need a JPEG, see this Q&A about setting the JPEG quality level.

How to render small utf fonts in a high quality bufferedImage

I want to render a string using java in a a bufferedImage. the problem is when i use a small font (for example: 8pt) i have bad quality images and the image resolution is 72dpi.
i want to have the best quality for images and if possible change the images resolution to 360dpi.
Noted that i want to generate a database of a language words with differents fonts, font sizes and font styles. and i used the standard java API (Graphics2D, Font, RenderingHints, FontMetrics,...) to generate images.
here is my code:
public static void main(String[] args) {
String text = "ⴰⴱⴱⵓⵥⵥⵍ";
String [] polices=polices();
for(int i=0;i<polices.length;i++){
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_3BYTE_BGR);
Graphics2D g2d = img.createGraphics();
Font font = new Font(polices[i], Font.PLAIN, 8);
g2d.setFont(font);
FontMetrics fm = g2d.getFontMetrics();
int width = fm.stringWidth(text);
int height = fm.getHeight();
g2d.dispose();
img = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR);
g2d = img.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g2d.setFont(font);
g2d.setBackground(Color.WHITE);
g2d.clearRect(0, 0, width, height);
fm = g2d.getFontMetrics();
g2d.setColor(Color.BLACK);
g2d.drawString(text, 0, fm.getAscent());
g2d.dispose();
try {
ImageIO.write(img, "png", new File("Text "+i+".png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
}
I searched a lot for a solution vainly, if someone can help me i will be thankfull.
A solution that uses any externe libraries is welcome too.
An 8pt font at 72dpi is 8/72*360 = size 40 font at 360dpi - so set the font size to 40.
As to how to set the DPI for an image, see the question How to set DPI information in an image?

Java rescaling an image creating half white half grey image

I am having a problem with the Grapics2D API, I am trying to re-size an image but instead of getting the smaller image its showing a half white and half grey area. what am I doing wrong? I tried with and without render hints and it didn't work, or is there another approach that will give me a new Buffered Image object at the specified size?
//height = 400, width = 600, capture_rect = screen size
BufferedImage img = robot.createScreenCapture(CAPTURE_RECT);
BufferedImage resized = new BufferedImage(WIDTH, HEIGHT, img.getType());
Graphics2D g = resized.createGraphics();
g.drawImage(img, 0, 0, WIDTH, HEIGHT, 0, 0, img.getWidth(), img.getHeight(), null);
g.dispose();
setImage(resized);
See the article on Perils of Image.getScaledImage. It has some recommendations.
Here is some code it recommends:
private float xScaleFactor, yScaleFactor = ...;
private BufferedImage originalImage = ...;
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
int newW = (int)(originalImage.getWidth() * xScaleFactor);
int newH = (int)(originalImage.getHeight() * yScaleFactor);
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION,
RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(originalImage, 0, 0, newW, newH, null);
}
It looks like you just need to specify the new width/height and it will do the scaling for you automatically.
Or maybe the problem is with the img.getType() method. You should be able to just using:
BufferedImage.TYPE_INT_RGB // (or ARGB)
See which works the best.

Resizing photos without text .. is RenderingHints necessary?

I am writing a quick little java class that resizes an image into various smaller sizes (thumbnail large/small/etc). I have seen examples that have RenderingHints in it. The output file is significantly larger than without.
My question is: Is it necessary to use RenderingHints if the images that are being resized have no text?
int IMG_WIDTH = 100;
int IMG_HEIGHT = 100;
BufferedImage resizedImage = new BufferedImage(IMG_WIDTH, IMG_HEIGHT, type);
Graphics2D g = resizedImage.createGraphics();
g.drawImage(originalImage, 0, 0, IMG_WIDTH, IMG_HEIGHT, null);
g.dispose();
g.setComposite(AlphaComposite.Src);
g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
I started with a 45kb image, and the output difference is a 3kb file (without RenderingHints) versus a 24kb file (with RenderingHints)
I suppose, after reading the following stackoverflow.com question/answer:
Java Text on Image
I am inclined to think that RenderingHints will provide no benefit for me when the photos contain no text ... In which case, no text = no RenderingHints = smaller resized image

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