Create Java BufferedImage from an Image
In this tutorial, we are going to show you how to create a BufferedImage in Java from a source Image
. This is a basic operation if you want to perform several enhancements and transformations to your buffered image in java and this is fundamental for image processing.
1. Introduction
Buffered image in java class extends the Image
class. There are 3 constructors available to create the BufferedImage
object.
BufferedImage(ColorModel cm, WritableRaster raster, boolean isRasterPremultiplied, Hashtable properties)
: To create a newBufferedImage
with a specifiedColorModel
,Raster
and a set of properties.BufferedImage(int width, int height, int imageType)
: To create a newBufferedImage
of one of the predefined image types.BufferedImage(int width, int height, int imageType, IndexColorModel cm)
: To create aBufferedImage
of one of the predefined image types:TYPE_BYTE_BINARY
orTYPE_BYTE_INDEXED
.
2. Steps to create BufferedImage in Java from Image
In order to create a BufferedImage
from Image
you should take the following steps:
- Load an image from a source using
Toolkit.getDefaultToolkit().getImage
method - Use an
ImageObserver
to monitor the loading of the image. When the image is fully loaded the user will be notified - Create a buffered image from the source image with a format closer to the custom display environment using
GraphicsEnvironment
,GraphicsDevice
andGraphicsConfiguration
to perform several image configurations - Use
graphics.drawImage(sourceImage, 0, 0, null)
to draw the source image into the buffer and create the BuffferedImage - And simply paint the buffered image in a new
Frame
Let us take a look at the code snippet that follows. Note that the imageURL
object will need to be replaced with an appropriate URL from your filesystem.
ImageToBufferedImage.java
package com.javacodegeeks.snippets.desktop; import java.awt.Component; import java.awt.Frame; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Image; import java.awt.Toolkit; import java.awt.Transparency; import java.awt.image.BufferedImage; import java.awt.image.ImageObserver; public class ImageToBufferedImage { static BufferedImage image; static boolean imageLoaded = false; public static void main(String[] args) { // The ImageObserver implementation to observe loading of the image ImageObserver myImageObserver = new ImageObserver() { public boolean imageUpdate(Image image, int flags, int x, int y, int width, int height) { if ((flags & ALLBITS) != 0) { imageLoaded = true; System.out.println("Image loading finished!"); return false; } return true; } }; // The image URL - change to where your image file is located! String imageURL = "pic.jpg"; /** * This call returns immediately and pixels are loaded in the background * We use an ImageObserver to be notified when the loading of the image * is complete */ Image sourceImage = Toolkit.getDefaultToolkit().getImage(imageURL); sourceImage.getWidth(myImageObserver); // We wait until the image is fully loaded while (!imageLoaded) { try { Thread.sleep(100); } catch (InterruptedException e) { System.out.println("Exception: "+e.getStackTrace()); } } // Create a buffered image from the source image with a format that's compatible with the screen GraphicsEnvironment graphicsEnvironment = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice graphicsDevice = graphicsEnvironment.getDefaultScreenDevice(); GraphicsConfiguration graphicsConfiguration = graphicsDevice.getDefaultConfiguration(); // If the source image has no alpha info use Transparency.OPAQUE instead image = graphicsConfiguration.createCompatibleImage(sourceImage.getWidth(null), sourceImage.getHeight(null), Transparency.BITMASK); // Copy image to buffered image Graphics graphics = image.createGraphics(); // Paint the image onto the buffered image graphics.drawImage(sourceImage, 0, 0, null); graphics.dispose(); // Create frame with specific title Frame frame = new Frame("Example Frame"); // Add a component with a custom paint method frame.add(new CustomPaintComponent()); // Display the frame int frameWidth = 300; int frameHeight = 300; frame.setSize(frameWidth, frameHeight); frame.setVisible(true); } /** * To draw on the screen, it is first necessary to subclass a Component and * override its paint() method. The paint() method is automatically called * by the windowing system whenever component's area needs to be repainted. */ static class CustomPaintComponent extends Component { public void paint(Graphics g) { // Retrieve the graphics context; this object is used to paint // shapes Graphics2D g2d = (Graphics2D) g; /** * Draw an Image object The coordinate system of a graphics context * is such that the origin is at the northwest corner and x-axis * increases toward the right while the y-axis increases toward the * bottom. */ int x = 0; int y = 0; g2d.drawImage(image, x, y, this); } } }
3. Methods used in BufferedImage
In this section, we will review some methods of the BufferedImage
class used in the above example, as well as the upcoming example.
public Graphics2D createGraphics()
: This method creates and returns aGraphics2D
object, which is then used to draw the image on aFrame
public BufferedImage getSubimage(int x,int y, int w, int h)
: This method is used to return a part of the image starting from the coordinatesx
andy
, and extending to a width and height specified byw
andh
, respectively. The returned object is of typeBufferedImage
.
4. BufferedImageExample2
In this section, we will see another example for creating a BufferedImage
from Image
. Here, we will use the ImageIO.read(File file)
method to read and load the image file from a specified URL. Also, we will use the getSubImage()
method explained above, to get a part of the image, and draw that onto the Frame
. Again, the value of imageURL
will need to be replaced appropriately.
BufferedImageExample2.java
package com.javacodegeeks.snippets.desktop; import javax.imageio.ImageIO; import java.awt.*; import java.awt.image.BufferedImage; import java.awt.image.ImageObserver; import java.io.File; import java.io.IOException; public class BufferedImageExample2 { public static String imageURL = "img1.jpg"; public static boolean imageLoaded = false; public static BufferedImage bufferedImage = null; public static BufferedImage subImage = null; public static void main(String[] args) { try { Image sourceImage = ImageIO.read(new File(imageURL)); ImageObserver myImageObserver = new ImageObserver() { public boolean imageUpdate(Image image, int flags, int x, int y, int width, int height) { if ((flags & ALLBITS) != 0) { imageLoaded = true; System.out.println("Image loading finished!"); return false; } return true; } }; bufferedImage = new BufferedImage(sourceImage.getWidth(null), sourceImage.getHeight(null), BufferedImage.TYPE_INT_ARGB); Graphics graphics = bufferedImage.createGraphics(); // Paint the image onto the buffered image graphics.drawImage(sourceImage, 0, 0, null); graphics.dispose(); subImage = bufferedImage.getSubimage(230,0,100,bufferedImage.getHeight()); // Create frame with specific title Frame frame = new Frame("Example Frame"); // Add a component with a custom paint method frame.add(new SubImagePaintComponent()); // Display the frame int frameWidth = 300; int frameHeight = 300; frame.setSize(frameWidth, frameHeight); frame.setVisible(true); } catch (IOException ioe) { System.out.println("IOException in BufferedImageExample2 : " + ioe.getStackTrace()); } } /** * To draw on the screen, it is first necessary to subclass a Component and * override its paint() method. The paint() method is automatically called * by the windowing system whenever component's area needs to be repainted. */ static class SubImagePaintComponent extends Component { public void paint(Graphics g) { // Retrieve the graphics context; this object is used to paint // shapes Graphics2D g2d = (Graphics2D) g; /** * Draw an Image object The coordinate system of a graphics context * is such that the origin is at the northwest corner and x-axis * increases toward the right while the y-axis increases toward the * bottom. */ int x = 0; int y = 0; g2d.drawImage(subImage, x, y, this); } } }
5. Summary
In this article, we reviewed specific details on how to create a BufferedImage Java object from an Image
object. We also saw 2 Java examples to review the different methods used within the BufferedImage
class.
6. Download the Source Code
This was an example of how to create a BufferedImage
in Java from an Image
.
You can download the full source code of this example here: Create Java BufferedImage from an Image
Last updated on Jun. 22nd, 2020