Tinting Image in Java improvement

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广开言路
广开言路 2020-12-06 14:28

I looked for an easy way to tint an image in Java but I found nothing that suited my needs. I went to the following solution:

First create a new Image that serves as

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  • 2020-12-06 15:15

    Essentially, you need to use a little black magic and it wouldn't hurt to have a sacrifice or two on hand...

    enter image description here

    public class TestTint {
    
        public static void main(String[] args) {
            new TestTint();
        }
    
        public TestTint() {
            EventQueue.invokeLater(new Runnable() {
                @Override
                public void run() {
                    try {
                        UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                    } catch (Exception ex) {
                    }
    
                    JFrame frame = new JFrame("Testing");
                    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                    frame.setLayout(new BorderLayout());
                    frame.add(new TestPane());
                    frame.pack();
                    frame.setLocationRelativeTo(null);
                    frame.setVisible(true);
                }
            });
        }
    
        public static GraphicsConfiguration getGraphicsConfiguration() {
            return GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
        }
    
        public static BufferedImage createCompatibleImage(int width, int height, int transparency) {
            BufferedImage image = getGraphicsConfiguration().createCompatibleImage(width, height, transparency);
            image.coerceData(true);
            return image;
        }
    
        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);
        }
    
        public static BufferedImage generateMask(BufferedImage imgSource, Color color, float alpha) {
            int imgWidth = imgSource.getWidth();
            int imgHeight = imgSource.getHeight();
    
            BufferedImage imgMask = createCompatibleImage(imgWidth, imgHeight, Transparency.TRANSLUCENT);
            Graphics2D g2 = imgMask.createGraphics();
            applyQualityRenderingHints(g2);
    
            g2.drawImage(imgSource, 0, 0, null);
            g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_IN, alpha));
            g2.setColor(color);
    
            g2.fillRect(0, 0, imgSource.getWidth(), imgSource.getHeight());
            g2.dispose();
    
            return imgMask;
        }
    
        public BufferedImage tint(BufferedImage master, BufferedImage tint) {
            int imgWidth = master.getWidth();
            int imgHeight = master.getHeight();
    
            BufferedImage tinted = createCompatibleImage(imgWidth, imgHeight, Transparency.TRANSLUCENT);
            Graphics2D g2 = tinted.createGraphics();
            applyQualityRenderingHints(g2);
            g2.drawImage(master, 0, 0, null);
            g2.drawImage(tint, 0, 0, null);
            g2.dispose();
    
            return tinted;
        }
    
        public class TestPane extends JPanel {
    
            private BufferedImage master;
            private BufferedImage mask;
            private BufferedImage tinted;
    
            public TestPane() {
                try {
                    master = ImageIO.read(new File("C:/Users/swhitehead/Documents/My Dropbox/MegaTokyo/Miho_Small.png"));
                    mask = generateMask(master, Color.RED, 0.5f);
                    tinted = tint(master, mask);
                } catch (IOException exp) {
                    exp.printStackTrace();
                }
            }
    
            @Override
            public Dimension getPreferredSize() {
                Dimension size = super.getPreferredSize();
                if (master != null && mask != null) {
                    size = new Dimension(master.getWidth() + mask.getWidth() + tinted.getWidth(), Math.max(Math.max(master.getHeight(), mask.getHeight()), tinted.getHeight()));
                }
                return size;
            }
    
            @Override
            protected void paintComponent(Graphics g) {
                super.paintComponent(g);
                int x = (getWidth() - (master.getWidth() + mask.getWidth() + tinted.getWidth())) / 2;
                int y = (getHeight() - master.getHeight()) / 2;
                g.drawImage(master, x, y, this);
    
                x += mask.getWidth();
                y = (getHeight() - mask.getHeight()) / 2;
                g.drawImage(mask, x, y, this);
    
                x += tinted.getWidth();
                y = (getHeight() - tinted.getHeight()) / 2;
                g.drawImage(tinted, x, y, this);
            }
    
        }
    
    }
    

    The general idea behind this technique is to generate a "mask" of the image, I take no credit of this idea, I stole it of the web, if I can find where, I'll post a link.

    Once you have the mask, you can then render the two images together. Because I've already applied a alpha level to the mask, I don't need to reapply a alpha composite once I'm done.

    PS - I create a compatible image for this example. I do this simply because it will render faster on the graphics device, this is not a requirement, it is simply the code I have on hand ;)

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