Convert a Bitmap image to grayscale within BlackBerry J2Me - blackberry

I have been trying to use the samples from here:
J2ME: Convert transparent PNG image to grayscale
and here:
http://www.java2s.com/Code/Java/Collections-Data-Structure/intarraytobytearray.htm
to convert an Bitmap image object to grayscale on the fly but I am running into issues when I am trying to re-encode my byte to an image and I get the following error/stack:
(Suspended (exception IllegalArgumentException))
EncodedImage.createEncodedImage(byte[], int, int, String) line: 367
EncodedImage.createEncodedImage(byte[], int, int) line: 279
ScreenTemp.getGrayScaleImage(Bitmap) line: 404
Here is my code I am trying:
Bitmap btemp = getGrayScaleImage(Bitmap.getBitmapResource("add.png"));
BitmapField bftemp = new BitmapField(btemp, BitmapField.FOCUSABLE | BitmapField.FIELD_HCENTER | BitmapField.FIELD_VCENTER);
add(bftemp);
public Bitmap getGrayScaleImage(Bitmap image) {
int width = image.getWidth();
int height = image.getHeight();
int[] rgbData = new int[width * height];
image.getARGB(rgbData, 0, width, 0, 0, width, height);
for (int x = 0; x < width*height ; x++) {
rgbData[x] = getGrayScale(rgbData[x]);
}
byte[] b = int2byte(rgbData);
final EncodedImage jpegPic = EncodedImage.createEncodedImage(b, 0, b.length);
return jpegPic.getBitmap();
}
private int getGrayScale(int c) {
int[] p = new int[4];
p[0] = (int) ((c & 0xFF000000) >>> 24); // Opacity level
p[1] = (int) ((c & 0x00FF0000) >>> 16); // Red level
p[2] = (int) ((c & 0x0000FF00) >>> 8); // Green level
p[3] = (int) (c & 0x000000FF); // Blue level
int nc = p[1] / 3 + p[2] / 3 + p[3] / 3;
// a little bit brighter
nc = nc / 2 + 127;
p[1] = nc;
p[2] = nc;
p[3] = nc;
int gc = (p[0] << 24 | p[1] << 16 | p[2] << 8 | p[3]);
return gc;
}
private static byte[] int2byte(int[] src) {
int srcLength = src.length;
byte[]dst = new byte[srcLength << 2];
for (int i=0; i<srcLength; i++) {
int x = src[i];
int j = i << 2;
dst[j++] = (byte) ((x >>> 0) & 0xff);
dst[j++] = (byte) ((x >>> 8) & 0xff);
dst[j++] = (byte) ((x >>> 16) & 0xff);
dst[j++] = (byte) ((x >>> 24) & 0xff);
}
return dst;
}
Any help would be great!
Thanks,
Justin
EDIT:
Thanks to the below information I was able to fix this issue. Here is the code. You no longer need the int2byte and here is the updated the getGrayScaleImage method:
public Bitmap getGrayScaleImage(Bitmap image) {
int width = image.getWidth();
int height = image.getHeight();
int[] rgbData = new int[width * height];
image.getARGB(rgbData, 0, width, 0, 0, width, height);
for (int x = 0; x < width*height ; x++) {
rgbData[x] = getGrayScale(rgbData[x]);
}
byte[] b = int2byte(rgbData);
Bitmap bit = new Bitmap(width, height);
bit.setARGB(rgbData, 0, width, 0, 0, width, height);
return bit;
}

Quoting from the EncodedImage javadoc:
If the image format is not recognized, an IllegalArgumentException is thrown.
Why are you fiddling with EncodedImage? It seems like you ought to be able to just create a second Bitmap and use setARGB().

To extend Scott W answer.
EncodedImage.createEncodedImage(byte[] data, int offset, int length) expects a byte array of a supported image type (TIFF, BMP, JPEG, GIF, WBMP or PNG). For instance, if you opened a JPEG image file, read the file bytes, then it would be possible to use the got bytes to create an EncodedImage (it would be JPEGEncodedImage actually).
So as Scott W says you should use Bitmap.setARGB() for the resulting byte array to have a Bitmap with converted data.
And then if you need to save the image as a JPEG file, you can use smth like this:
JPEGEncodedImage eImage = JPEGEncodedImage.encode(bitmap, 75);
byte[] fileData = eImage.getData();
// open a FileConnection and write the fileData

Related

How do I convert ByteArray from ImageMetaData() to Bitmap?

I have this code:
Frame frame = mSession.update();
Camera camera = frame.getCamera();
...
bytes=frame.getImageMetadata().getByteArray(0);
System.out.println("Byte Array "+frame.getImageMetadata().getByteArray(0));
Bitmap bmp = BitmapFactory.decodeByteArray(bytes,0,bytes.length);
System.out.println(bmp);
When I print Bitmap, I get a null object. I'm trying to get the image from the camera, that's the reason I'm trying to convert byteArray to Bitmap. If there's an alternative way, it would also be helpful.
Thank You.
The ImageMetaData describes the background image, but does not actually contain the image itself.
If you want to capture the background image as a Bitmap, you should look at the computervision sample which uses a FrameBufferObject to copy the image to a byte array.
I've tried something similar. It works. But I don't recommend anyone to try this way. It takes time because of nested loops.
CameraImageBuffer inputImage;
final Bitmap bmp = Bitmap.createBitmap(inputImage.width, inputImage.height, Bitmap.Config.ARGB_8888);
int width = inputImage.width;
int height = inputImage.height;
int frameSize = width*height;
// Write Bytebuffer to byte[]
byte[] imageBuffer= new byte[inputImage.buffer.remaining()];
inputImage.buffer.get(imageBuffer);
int[] rgba = new int[frameSize];
for (int i = 0; i < height; i++){
for (int j = 0; j < width; j++) {
int r =imageBuffer[(i * width + j)*4 + 0];
int g =imageBuffer[(i * width + j)*4 + 1];
int b =imageBuffer[(i * width + j)*4 + 2];
rgba[i * width + j] = 0xff000000 + (b << 16) + (g << 8) + r;
}
}
bmp.setPixels(rgba, 0, width , 0, 0, width, height);
Bytebuffer is converted to rgba buffer, and is written to Bitmap. CameraImageBuffer is the class provided in computervision sample app.
You may not able to get bitmap using image metadata. Use below approach.Use onDrawFrame override method of surface view render.
#Override public void onDrawFrame(GL10 gl) {
int w = 1080;
int h = 1080;
int b[] = new int[w * (0 + h)];
int bt[] = new int[w * h];
IntBuffer ib = IntBuffer.wrap(b);
ib.position(0);
GLES20.glReadPixels(0, 0, w, h, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, ib);
for (int i = 0, k = 0; i < h; i++, k++) {
for (int j = 0; j < w; j++) {
int pix = b[i * w + j];
int pb = (pix >> 16) & 0xff;
int pr = (pix << 16) & 0x00ff0000;
int pix1 = (pix & 0xff00ff00) | pr | pb;
bt[(h - k - 1) * w + j] = pix1;
}
}
Bitmap mBitmap = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
runOnUiThread(new Runnable() {
#Override public void run() {
image_test.setImageBitmap(resizedBitmap);
}
});
}

How to swap bit U with bit V in YUV format

I want to swap the U and V bit in YUV format, from NV12
YYYYYYYY UVUV // each letter presents a bit
to NV21
YYYYYYYY VUVU
I leave the Y planar alone, and handle the U and V planar by the function below
uchar swap(uchar in) {
uchar out = ((in >> 1) & 0x55) | ((in << 1) & 0xaa);
return out;
}
But I cannot get the desired result, the colour of the output image still not correct.
How can I swap U and V planar correctly?
Found the problem. UV should be manipulated in byte format, not bit.
byte[] yuv = // ...
final int length = yuv.length;
for (int i1 = 0; i1 < length; i1 += 2) {
if (i1 >= width * height) {
byte tmp = yuv[i1];
yuv[i1] = yuv[i1+1];
yuv[i1+1] = tmp;
}
}
try this method (-_-)
IFrameCallback iFrameCallback = new IFrameCallback() {
#Override
public void onFrame(ByteBuffer frame) {
//get nv12 data
byte[] b = new byte[frame.remaining()];
frame.get(b);
//nv12 data to nv21
NV12ToNV21(b, 1280, 720);
//send NV21 data
BVPU.InputVideoData(nv21, nv21.length,
System.currentTimeMillis() * 1000, 1280, 720);
}
};
byte[] nv21;
private void NV12ToNV21(byte[] data, int width, int height) {
nv21 = new byte[data.length];
int framesize = width * height;
int i = 0, j = 0;
System.arraycopy(data, 0, nv21, 0, framesize);
for (i = 0; i < framesize; i++) {
nv21[i] = data[i];
}
for (j = 0; j < framesize / 2; j += 2) {
nv21[framesize + j - 1] = data[j + framesize];
}
for (j = 0; j < framesize / 2; j += 2) {
nv21[framesize + j] = data[j + framesize - 1];
}
}

Implementing Ordered Dithering (24 bit RGB to 3 bit per channel RGB)

I'm writing an image editing programme, and I need functionality to dither any arbitrary 24-bit RGB image (I've taken care of loading it with CoreGraphics and such) to an image with 3 bit colour channels, then displaying it. I've set up my matrices and such, but I've not got any results from the code below besides a simple pattern that is applied to the image:
- (CGImageRef) ditherImageTo16Colours:(CGImageRef)image withDitheringMatrixType:(SQUBayerDitheringMatrix) matrix {
if(image == NULL) {
NSLog(#"Image is NULL!");
return NULL;
}
unsigned int imageWidth = CGImageGetWidth(image);
unsigned int imageHeight = CGImageGetHeight(image);
NSLog(#"Image size: %u x %u", imageWidth, imageHeight);
CGContextRef context = CGBitmapContextCreate(NULL,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
CGContextDrawImage(context, CGRectMake(0, 0, imageWidth, imageHeight), image); // draw it
CGImageRelease(image); // get rid of the image, we don't want it anymore.
unsigned char *imageData = CGBitmapContextGetData(context);
unsigned char ditheringModulusType[0x04] = {0x02, 0x03, 0x04, 0x08};
unsigned char ditheringModulus = ditheringModulusType[matrix];
unsigned int red;
unsigned int green;
unsigned int blue;
uint32_t *memoryBuffer;
memoryBuffer = (uint32_t *) malloc((imageHeight * imageWidth) * 4);
unsigned int thresholds[0x03] = {256/8, 256/8, 256/8};
for(int y = 0; y < imageHeight; y++) {
for(int x = 0; x < imageWidth; x++) {
// fetch the colour components, add the dither value to them
red = (imageData[((y * imageWidth) * 4) + (x << 0x02)]);
green = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 1]);
blue = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 2]);
if(red > 36 && red < 238) {
red += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(green > 36 && green < 238) {
green += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(blue > 36 && blue < 238) {
blue += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
}
// memoryBuffer[(y * imageWidth) + x] = (0xFF0000 + ((x >> 0x1) << 0x08) + (y >> 2));
memoryBuffer[(y * imageWidth) + x] = find_closest_palette_colour(((red & 0xFF) << 0x10) | ((green & 0xFF) << 0x08) | (blue & 0xFF));
}
}
//CGContextRelease(context);
context = CGBitmapContextCreate(memoryBuffer,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
NSLog(#"Created context from buffer: %#", context);
CGImageRef result = CGBitmapContextCreateImage(context);
return result;
}
Note that find_closest_palette_colour doesn't do anything besides returning the original colour right now for testing.
I'm trying to implement the example pseudocode from Wikipedia, and I don't really get anything out of that right now.
Anyone got a clue on how to fix this up?
Use the code that I have provided here: https://stackoverflow.com/a/17900812/342646
This code converts the image to a single-channel gray-scale first. If you want the dithering to be done on a three-channel image, you can just split your image into three channels and call the function three times (once per channel).

Monochrome and Negative effect on image for blackberry

I am new for blackberry app development.just a week before I start BB development.I had a project on image effects and controll. Now I am facing problems in converting images to negative and monochrome effetcs.
I have tried the following code for negative effetc. I have got the output for negative image.But I dont get image background right... It shows me blue background.....
final static double GS_RED = 0.299;//globally declared
final static double GS_GREEN = 0.587;
final static double GS_BLUE = 0.114;
public Bitmap changeToNegativeEffect(Bitmap bitmap) {
int[] argbData = new int[bitmap.getWidth() * bitmap.getHeight()];
int[] newargb = new int[bitmap.getWidth() * bitmap.getHeight()];
bitmap.getARGB(argbData, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());
for ( int i = argbData.length-1; i >= 0; i--)
{
A= 255 -argbData[i] >> 24;
R= 255 -argbData[i] >> 16 & 0xFF;
G= 255 -argbData[i] >> 8 & 0xFF;
B= 255 -argbData[i] & 0xFF;
//R = G = B = (int)(GS_RED * R + GS_GREEN * G + GS_BLUE * B);
//int composite=(A << 24) | (R << 16) | (G << 8) | B;
argbData[i] = (0xff000000 | R<< 16 | G << 8 | B );
newargb[i] = argbData[i];
}
bitmap.setARGB(newargb, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());
return bitmap;
}

Sepia Image effect in Blackberry

I am trying to apply Sepia effect on an Image in Blackberry.
I have tried it but doesn't get the 100% sepia effect.
This is code that I have tried for sepia effect.
I have used getARGB() and setARGB() methods of bitmap class.
public Bitmap changetoSepiaEffect(Bitmap bitmap) {
int sepiaIntensity=30;//value lies between 0-255. 30 works well
// Play around with this. 20 works well and was recommended
// by another developer. 0 produces black/white image
int sepiaDepth = 20;
int w = bitmap.getWidth();
int h = bitmap.getHeight();
// WritableRaster raster = img.getRaster();
// We need 3 integers (for R,G,B color values) per pixel.
int[] pixels = new int[w*h*3];
// raster.getPixels(0, 0, w, h, pixels);
bitmap.getARGB(pixels, 0, w, x, y, w, h);
// Process 3 ints at a time for each pixel.
// Each pixel has 3 RGB colors in array
for (int i=0;i<pixels.length; i+=3) {
int r = pixels[i];
int g = pixels[i+1];
int b = pixels[i+2];
int gry = (r + g + b) / 3;
r = g = b = gry;
r = r + (sepiaDepth * 2);
g = g + sepiaDepth;
if (r>255) r=255;
if (g>255) g=255;
if (b>255) b=255;
// Darken blue color to increase sepia effect
b-= sepiaIntensity;
// normalize if out of bounds
if (b<0) {
b=0;
}
if (b>255) {
b=255;
}
pixels[i] = r;
pixels[i+1]= g;
pixels[i+2] = b;
}
//raster.setPixels(0, 0, w, h, pixels);
bitmap.setARGB(pixels, 0, w, 0, 0, w, h);
return bitmap;
}
This call:
bitmap.getARGB(pixels, 0, w, x, y, w, h);
returns an int[] array where each int represents a color in the format 0xAARRGGBB. This differs from you previous code using JavaSE's Raster class.
EDIT: The method fixed for BlackBerry:
public static Bitmap changetoSepiaEffect(Bitmap bitmap) {
int sepiaIntensity = 30;// value lies between 0-255. 30 works well
// Play around with this. 20 works well and was recommended
// by another developer. 0 produces black/white image
int sepiaDepth = 20;
int w = bitmap.getWidth();
int h = bitmap.getHeight();
// Unlike JavaSE's Raster, we need an int per pixel
int[] pixels = new int[w * h];
// We get the whole image
bitmap.getARGB(pixels, 0, w, 0, 0, w, h);
// Process each pixel component. A pixel comes in the format 0xAARRGGBB.
for (int i = 0; i < pixels.length; i++) {
int r = (pixels[i] >> 16) & 0xFF;
int g = (pixels[i] >> 8) & 0xFF;
int b = pixels[i] & 0xFF;
int gry = (r + g + b) / 3;
r = g = b = gry;
r = r + (sepiaDepth * 2);
g = g + sepiaDepth;
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
// Darken blue color to increase sepia effect
b -= sepiaIntensity;
// normalize if out of bounds
if (b < 0) {
b = 0;
}
if (b > 255) {
b = 255;
}
// Now we compose a new pixel with the modified channels,
// and an alpha value of 0xFF (full opaque)
pixels[i] = ((r << 16) & 0xFF0000) | ((g << 8) & 0x00FF00) | (b & 0xFF) | 0xFF000000;
}
// We return a new Bitmap. Trying to modify the one passed as parameter
// could throw an exception, since in BlackBerry not all Bitmaps are modifiable.
Bitmap ret = new Bitmap(w, h);
ret.setARGB(pixels, 0, w, 0, 0, w, h);
return ret;
}

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