Java converting Image to BufferedImage - java

There is already question like this link on StackOverflow and the accepted answer is "casting":
Image image = ImageIO.read(new File(file));
BufferedImage buffered = (BufferedImage) image;
In my program I try:
final float FACTOR = 4f;
BufferedImage img = ImageIO.read(new File("graphic.png"));
int scaleX = (int) (img.getWidth() * FACTOR);
int scaleY = (int) (img.getHeight() * FACTOR);
Image image = img.getScaledInstance(scaleX, scaleY, Image.SCALE_SMOOTH);
BufferedImage buffered = (BufferedImage) image;
Unfortunatelly I get run time error:
sun.awt.image.ToolkitImage cannot be cast to java.awt.image.BufferedImage
Obviously casting does not work.
Question is: What is (or is there) the proper way of converting Image to BufferedImage?

From a Java Game Engine:
/**
* Converts a given Image into a BufferedImage
*
* #param img The Image to be converted
* #return The converted BufferedImage
*/
public static BufferedImage toBufferedImage(Image img)
{
if (img instanceof BufferedImage)
{
return (BufferedImage) img;
}
// Create a buffered image with transparency
BufferedImage bimage = new BufferedImage(img.getWidth(null), img.getHeight(null), BufferedImage.TYPE_INT_ARGB);
// Draw the image on to the buffered image
Graphics2D bGr = bimage.createGraphics();
bGr.drawImage(img, 0, 0, null);
bGr.dispose();
// Return the buffered image
return bimage;
}

One way to handle this is to create a new BufferedImage, and tell it's graphics object to draw your scaled image into the new BufferedImage:
final float FACTOR = 4f;
BufferedImage img = ImageIO.read(new File("graphic.png"));
int scaleX = (int) (img.getWidth() * FACTOR);
int scaleY = (int) (img.getHeight() * FACTOR);
Image image = img.getScaledInstance(scaleX, scaleY, Image.SCALE_SMOOTH);
BufferedImage buffered = new BufferedImage(scaleX, scaleY, TYPE);
buffered.getGraphics().drawImage(image, 0, 0 , null);
That should do the trick without casting.

If you use Kotlin, you can add an extension method to Image in the same manner Sri Harsha Chilakapati suggests.
fun Image.toBufferedImage(): BufferedImage {
if (this is BufferedImage) {
return this
}
val bufferedImage = BufferedImage(this.getWidth(null), this.getHeight(null), BufferedImage.TYPE_INT_ARGB)
val graphics2D = bufferedImage.createGraphics()
graphics2D.drawImage(this, 0, 0, null)
graphics2D.dispose()
return bufferedImage
}
And use it like this:
myImage.toBufferedImage()

If you are getting back a sun.awt.image.ToolkitImage, you can cast the Image to that, and then use getBufferedImage() to get the BufferedImage.
So instead of your last line of code where you are casting you would just do:
BufferedImage buffered = ((ToolkitImage) image).getBufferedImage();

Related

Rotate BufferedImage with transparent background

I have an image with transparent background. I'd like to rotate this image to a specific angle and keep the transparent background for the resulting image. For this purpose I use the following method:
public static BufferedImage rotateImage(BufferedImage image, double angle, Color backgroundColor) {
System.out.println(image.getType());
double theta = Math.toRadians(angle);
double sin = Math.abs(Math.sin(theta));
double cos = Math.abs(Math.cos(theta));
int w = image.getWidth();
int h = image.getHeight();
int newW = (int) Math.floor(w * cos + h * sin);
int newH = (int) Math.floor(h * cos + w * sin);
BufferedImage tmp = new BufferedImage(newW, newH, image.getType());
Graphics2D g2d = tmp.createGraphics();
if (backgroundColor != null) {
g2d.setColor(backgroundColor);
g2d.fillRect(0, 0, newW, newH);
}
g2d.fillRect(0, 0, newW, newH);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
g2d.translate((newW - w) / 2, (newH - h) / 2);
g2d.rotate(theta, w / 2, h / 2);
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return tmp;
}
I invoke it with background=null:
BufferedImage image = ImageIO.read(file);
rotateImage(image, 4, null);
ImageIO.write(bi, "PNG", new File("image.png"));
but the background of the resulting image.png is WHITE. What am I doing wrong and how to properly keep the transparent background for image.png?
I'm a bit puzzled about the behavior of Graphics.drawImage(). Maybe somebody else can comment about it.
However, Graphics2D.drawRenderedImage() works a treat. It takes an AffineTransform to control the rotation. The below example nicely works. You probably have additional requirement about the final image size and the location of the rotated image.
import javax.imageio.ImageIO;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
public class ImageRotation {
public static void main(String[] args) {
ImageRotation rotation = new ImageRotation();
rotation.rotate("input.png", 45, "output.png");
}
public void rotate(String inputImageFilename, double angle, String outputImageFilename) {
try {
BufferedImage inputImage = ImageIO.read(new File(inputImageFilename));
BufferedImage outputImage = rotateImage(inputImage, angle);
ImageIO.write(outputImage, "PNG", new File(outputImageFilename));
} catch (Exception e) {
throw new RuntimeException(e);
}
}
private BufferedImage rotateImage(BufferedImage sourceImage, double angle) {
int width = sourceImage.getWidth();
int height = sourceImage.getHeight();
BufferedImage destImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = destImage.createGraphics();
AffineTransform transform = new AffineTransform();
transform.rotate(angle / 180 * Math.PI, width / 2 , height / 2);
g2d.drawRenderedImage(sourceImage, transform);
g2d.dispose();
return destImage;
}
}
Update
While the above code works for most PNGs, it does not work for the image that alexanoid is using. I've analyzed the image:
It's a grayscale image without a color palette (PNG color type 0) .
It uses simple transparency with a 2 byte long tRNS chunk.
As far as I can tell that's perfectly legal. However, ImageIO does not implement this combination. If the image has no palette, it simply ignores the tRNS chunk and therefore ignores the transparency information. That's most likely a bug.
You basically have two options now:
Look for an alternative library to read PNG files.
Fix the transparency after you have read the PNG file. This only works if know that the image used the particular problematic format.
Input and output for working PNG files
Input image:
Ouptput Image:

How to resize JLabel ImageIcon?

I'm making a Java Swing application that has the following layout (MigLayout):
[icon][icon][icon][....]
where icon = jlabel and the user can add more icons
When the user adds or removes icons, the others should shrink or grow.
My question is really straightforward: I have a JLabel which contains an ImageIcon; how can I resize this icon?
Try this :
ImageIcon imageIcon = new ImageIcon("./img/imageName.png"); // load the image to a imageIcon
Image image = imageIcon.getImage(); // transform it
Image newimg = image.getScaledInstance(120, 120, java.awt.Image.SCALE_SMOOTH); // scale it the smooth way
imageIcon = new ImageIcon(newimg); // transform it back
(found it here)
Resizing the icon is not straightforward. You need to use Java's graphics 2D to scale the image. The first parameter is a Image class which you can easily get from ImageIcon class. You can use ImageIcon class to load your image file and then simply call getter method to get the image.
private Image getScaledImage(Image srcImg, int w, int h){
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
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;
}
And what about it?:
ImageIcon imageIcon = new ImageIcon(new ImageIcon("icon.png").getImage().getScaledInstance(20, 20, Image.SCALE_DEFAULT));
label.setIcon(imageIcon);
From: Resize a picture to fit a JLabel
This will keep the right aspect ratio.
public ImageIcon scaleImage(ImageIcon icon, int w, int h)
{
int nw = icon.getIconWidth();
int nh = icon.getIconHeight();
if(icon.getIconWidth() > w)
{
nw = w;
nh = (nw * icon.getIconHeight()) / icon.getIconWidth();
}
if(nh > h)
{
nh = h;
nw = (icon.getIconWidth() * nh) / icon.getIconHeight();
}
return new ImageIcon(icon.getImage().getScaledInstance(nw, nh, Image.SCALE_DEFAULT));
}
One (quick & dirty) way to resize images it to use HTML & specify the new size in the image element. This even works for animated images with transparency.
I agree this code works, to size an ImageIcon from a file for display while keeping the aspect ratio I have used the below.
/*
* source File of image, maxHeight pixels of height available, maxWidth pixels of width available
* #return an ImageIcon for adding to a label
*/
public ImageIcon rescaleImage(File source,int maxHeight, int maxWidth)
{
int newHeight = 0, newWidth = 0; // Variables for the new height and width
int priorHeight = 0, priorWidth = 0;
BufferedImage image = null;
ImageIcon sizeImage;
try {
image = ImageIO.read(source); // get the image
} catch (Exception e) {
e.printStackTrace();
System.out.println("Picture upload attempted & failed");
}
sizeImage = new ImageIcon(image);
if(sizeImage != null)
{
priorHeight = sizeImage.getIconHeight();
priorWidth = sizeImage.getIconWidth();
}
// Calculate the correct new height and width
if((float)priorHeight/(float)priorWidth > (float)maxHeight/(float)maxWidth)
{
newHeight = maxHeight;
newWidth = (int)(((float)priorWidth/(float)priorHeight)*(float)newHeight);
}
else
{
newWidth = maxWidth;
newHeight = (int)(((float)priorHeight/(float)priorWidth)*(float)newWidth);
}
// Resize the image
// 1. Create a new Buffered Image and Graphic2D object
BufferedImage resizedImg = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = resizedImg.createGraphics();
// 2. Use the Graphic object to draw a new image to the image in the buffer
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(image, 0, 0, newWidth, newHeight, null);
g2.dispose();
// 3. Convert the buffered image into an ImageIcon for return
return (new ImageIcon(resizedImg));
}
I found that there is a minor edit to this fix from trolologuy on the last line of code, you will need to implement a new ImageIcon to get the code to compile properly (Yes I know this is 10 years ago). I found this to be an easy fix for a one off issue, but Suken Shah and Mr. Polywhirl have a better fix overall.
ImageIcon imageIcon = new ImageIcon("./img/imageName.png"); // assign image to a new ImageIcon
Image image = imageIcon.getImage(); // transform it
Image newimg = image.getScaledInstance(120, 120, java.awt.Image.SCALE_SMOOTH); // scale it smoothly
ImageIcon newImageIcon = new ImageIcon(newimg); // assign to a new ImageIcon instance

How to scale a BufferedImage

Following the javadocs, I have tried to scale a BufferedImage without success here is my code:
BufferedImage image = MatrixToImageWriter.getBufferedImage(encoded);
Graphics2D grph = image.createGraphics();
grph.scale(2.0, 2.0);
grph.dispose();
I can't understand why it is not working, any help?
AffineTransformOp offers the additional flexibility of choosing the interpolation type.
BufferedImage before = getBufferedImage(encoded);
int w = before.getWidth();
int h = before.getHeight();
BufferedImage after = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
AffineTransform at = new AffineTransform();
at.scale(2.0, 2.0);
AffineTransformOp scaleOp =
new AffineTransformOp(at, AffineTransformOp.TYPE_BILINEAR);
after = scaleOp.filter(before, after);
The fragment shown illustrates resampling, not cropping; this related answer addresses the issue; some related examples are examined here.
Unfortunately the performance of getScaledInstance() is very poor if not problematic.
The alternative approach is to create a new BufferedImage and and draw a scaled version of the original on the new one.
BufferedImage resized = new BufferedImage(newWidth, newHeight, original.getType());
Graphics2D g = resized.createGraphics();
g.setRenderingHint(RenderingHints.KEY_INTERPOLATION,
RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g.drawImage(original, 0, 0, newWidth, newHeight, 0, 0, original.getWidth(),
original.getHeight(), null);
g.dispose();
newWidth,newHeight indicate the new BufferedImage size and have to be properly calculated.
In case of factor scaling:
int newWidth = new Double(original.getWidth() * widthFactor).intValue();
int newHeight = new Double(original.getHeight() * heightFactor).intValue();
EDIT: Found the article illustrating the performance issue: The Perils of Image.getScaledInstance()
Using imgscalr – Java Image Scaling Library:
BufferedImage image =
Scalr.resize(originalImage, Scalr.Method.BALANCED, newWidth, newHeight);
https://github.com/rkalla/imgscalr
To scale an image, you need to create a new image and draw into it. One way is to use the filter() method of an AffineTransferOp, as suggested here. This allows you to choose the interpolation technique.
private static BufferedImage scale1(BufferedImage before, double scale) {
int w = before.getWidth();
int h = before.getHeight();
// Create a new image of the proper size
int w2 = (int) (w * scale);
int h2 = (int) (h * scale);
BufferedImage after = new BufferedImage(w2, h2, BufferedImage.TYPE_INT_ARGB);
AffineTransform scaleInstance = AffineTransform.getScaleInstance(scale, scale);
AffineTransformOp scaleOp
= new AffineTransformOp(scaleInstance, AffineTransformOp.TYPE_BILINEAR);
scaleOp.filter(before, after);
return after;
}
Another way is to simply draw the original image into the new image, using a scaling operation to do the scaling. This method is very similar, but it also illustrates how you can draw anything you want in the final image. (I put in a blank line where the two methods start to differ.)
private static BufferedImage scale2(BufferedImage before, double scale) {
int w = before.getWidth();
int h = before.getHeight();
// Create a new image of the proper size
int w2 = (int) (w * scale);
int h2 = (int) (h * scale);
BufferedImage after = new BufferedImage(w2, h2, BufferedImage.TYPE_INT_ARGB);
AffineTransform scaleInstance = AffineTransform.getScaleInstance(scale, scale);
AffineTransformOp scaleOp
= new AffineTransformOp(scaleInstance, AffineTransformOp.TYPE_BILINEAR);
Graphics2D g2 = (Graphics2D) after.getGraphics();
// Here, you may draw anything you want into the new image, but we're
// drawing a scaled version of the original image.
g2.drawImage(before, scaleOp, 0, 0);
g2.dispose();
return after;
}
Addendum: Results
To illustrate the differences, I compared the results of the five methods below. Here is what the results look like, scaled both up and down, along with performance data. (Performance varies from one run to the next, so take these numbers only as rough guidelines.) The top image is the original. I scale it double-size and half-size.
As you can see, AffineTransformOp.filter(), used in scaleBilinear(), is faster than the standard drawing method of Graphics2D.drawImage() in scale2(). Also BiCubic interpolation is the slowest, but gives the best results when expanding the image. (For performance, it should only be compared with scaleBilinear() and scaleNearest().) Bilinear seems to be better for shrinking the image, although it's a tough call. And NearestNeighbor is the fastest, with the worst results. Bilinear seems to be the best compromise between speed and quality. The Image.getScaledInstance(), called in the questionable() method, performed very poorly, and returned the same low quality as NearestNeighbor. (Performance numbers are only given for expanding the image.)
public static BufferedImage scaleBilinear(BufferedImage before, double scale) {
final int interpolation = AffineTransformOp.TYPE_BILINEAR;
return scale(before, scale, interpolation);
}
public static BufferedImage scaleBicubic(BufferedImage before, double scale) {
final int interpolation = AffineTransformOp.TYPE_BICUBIC;
return scale(before, scale, interpolation);
}
public static BufferedImage scaleNearest(BufferedImage before, double scale) {
final int interpolation = AffineTransformOp.TYPE_NEAREST_NEIGHBOR;
return scale(before, scale, interpolation);
}
#NotNull
private static
BufferedImage scale(final BufferedImage before, final double scale, final int type) {
int w = before.getWidth();
int h = before.getHeight();
int w2 = (int) (w * scale);
int h2 = (int) (h * scale);
BufferedImage after = new BufferedImage(w2, h2, before.getType());
AffineTransform scaleInstance = AffineTransform.getScaleInstance(scale, scale);
AffineTransformOp scaleOp = new AffineTransformOp(scaleInstance, type);
scaleOp.filter(before, after);
return after;
}
/**
* This is a more generic solution. It produces the same result, but it shows how you
* can draw anything you want into the newly created image. It's slower
* than scaleBilinear().
* #param before The original image
* #param scale The scale factor
* #return A scaled version of the original image
*/
private static BufferedImage scale2(BufferedImage before, double scale) {
int w = before.getWidth();
int h = before.getHeight();
// Create a new image of the proper size
int w2 = (int) (w * scale);
int h2 = (int) (h * scale);
BufferedImage after = new BufferedImage(w2, h2, before.getType());
AffineTransform scaleInstance = AffineTransform.getScaleInstance(scale, scale);
AffineTransformOp scaleOp
= new AffineTransformOp(scaleInstance, AffineTransformOp.TYPE_BILINEAR);
Graphics2D g2 = (Graphics2D) after.getGraphics();
// Here, you may draw anything you want into the new image, but we're just drawing
// a scaled version of the original image. This is slower than
// calling scaleOp.filter().
g2.drawImage(before, scaleOp, 0, 0);
g2.dispose();
return after;
}
/**
* I call this one "questionable" because it uses the questionable getScaledImage()
* method. This method is no longer favored because it's slow, as my tests confirm.
* #param before The original image
* #param scale The scale factor
* #return The scaled image.
*/
private static Image questionable(final BufferedImage before, double scale) {
int w2 = (int) (before.getWidth() * scale);
int h2 = (int) (before.getHeight() * scale);
return before.getScaledInstance(w2, h2, Image.SCALE_FAST);
}
As #Bozho says, you probably want to use getScaledInstance.
To understand how grph.scale(2.0, 2.0) works however, you could have a look at this code:
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.*;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
class Main {
public static void main(String[] args) throws IOException {
final int SCALE = 2;
Image img = new ImageIcon("duke.png").getImage();
BufferedImage bi = new BufferedImage(SCALE * img.getWidth(null),
SCALE * img.getHeight(null),
BufferedImage.TYPE_INT_ARGB);
Graphics2D grph = (Graphics2D) bi.getGraphics();
grph.scale(SCALE, SCALE);
// everything drawn with grph from now on will get scaled.
grph.drawImage(img, 0, 0, null);
grph.dispose();
ImageIO.write(bi, "png", new File("duke_double_size.png"));
}
}
Given duke.png:
it produces duke_double_size.png:
If you do not mind using an external library, Thumbnailator can perform scaling of BufferedImages.
Thumbnailator will take care of handling the Java 2D processing (such as using Graphics2D and setting appropriate rendering hints) so that a simple fluent API call can be used to resize images:
BufferedImage image = Thumbnails.of(originalImage).scale(2.0).asBufferedImage();
Although Thumbnailator, as its name implies, is geared toward shrinking images, it will do a decent job enlarging images as well, using bilinear interpolation in its default resizer implementation.
Disclaimer: I am the maintainer of the Thumbnailator library.
scale(..) works a bit differently. You can use bufferedImage.getScaledInstance(..)

resize jpeg image in java

i am working on image comparison in java. I think before going to compare the images, it is better to process the images for setting a fixed size image. Is there any java functionality to resize the images. I want to rescale the images to 300*225.
BufferedImage img = ImageIO.read(imageFile);
Image scaled = img.getScaledInstance(300, 255, Image.SCALE_DEFAULT);
You can also take a look at the java-image-scaling library.
public ImageIcon resizeImage(String filePath, int w, int h) {
String data = filePath;
BufferedImage bsrc, bdest;
ImageIcon theIcon;
//scale the image
try
{
bsrc = ImageIO.read(new File(data));
bdest = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
Graphics2D g = bdest.createGraphics();
AffineTransform at = AffineTransform.getScaleInstance((double) w / bsrc.getWidth(),
(double) h / bsrc.getHeight());
g.drawRenderedImage(bsrc, at);
//add the scaled image
theIcon = new ImageIcon(bdest);
return theIcon;
}
catch (Exception e)
{
System.out.println("This image can not be resized. Please check the path and type of file.");
return null;
}
}
BufferedImage createResizedCopy(Image originalImage,
int scaledWidth, int scaledHeight,
boolean preserveAlpha)
{
int imageType = preserveAlpha ? BufferedImage.TYPE_INT_RGB : BufferedImage.TYPE_INT_ARGB;
BufferedImage scaledBI = new BufferedImage(scaledWidth, scaledHeight, imageType);
Graphics2D g = scaledBI.createGraphics();
if (preserveAlpha) {
g.setComposite(AlphaComposite.Src);
}
g.drawImage(originalImage, 0, 0, scaledWidth, scaledHeight, null);
g.dispose();
return scaledBI;
}
This threads answers your question well
Very interesting article on manipulating images

Java BufferedImage padding

Is there any faster way to achieve padding of pixels to a BufferedImage than drawing it centered on larger BufferedImage?
BufferedImage has a constructor where you get to specify a WriteableRaster.
Picking at the a default buffered image, storing each pixel in an int, it uses an IntegerInterleavedRaster.
The ColorModel you can use ColorModel.getRGBDefault().
int imageWidth = 638, imageHeight = 480;
int dataImageWidth = 640;
SampleModel sm = new SinglePixelPackedSampleModel(TYPE_INT, imageWidth, imageHeight, dataImageWidth, new int[] { 0xff0000, 0xff00, 0xff });
DataBuffer db = new DataBufferInt(dataImageWidth * imageHeight);
WritableRaster r = Raster.createWritableRaster(sm, db, new Point());
BufferedImage image = new BufferedImage(ColorModel.getRGBDefault(), r, false, null);
Notice the scanlineStride in SinglePixelPackedSampleModel (second last parameter).
Another much simpler approach is to use BufferedImage's getSubimage method.
BufferedImage fullImage = new BufferedImage(dataImageWidth, imageHeight);
BufferedImage subImage = fullImage.getSubimage(0, 0, imageWidth, imageHeight);
Create an ImageIcon using the BufferedImage and add the Icon to a JLabel. Then you can just add a Border to the label to get your desired padding.
To defer centering until rendering, I like this approach due to finnw, where this is a suitable component:
private BufferedImage image;
....
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.translate(this.getWidth() / 2, this.getHeight() / 2);
g2d.translate(-image.getWidth() / 2, -image.getHeight() / 2);
g2d.drawImage(image, 0, 0, null);
}

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