If I have a PNG image opened as a BufferedImage, is it possible to reduce the palette in the PNG image so that there is less colour (less bits per pixel / colour depth)?
For example, if you look at Colour depth in Wikipedia, I would like to use 16 colours in my PNG image (3rd image down the right hand side).
If it's not possible with Java 2D, is there a library out there that will allow me to do this effectively?
I think Martijn Courteaux was right:
Here is example implementation:
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.awt.image.IndexColorModel;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class ImagingTest2 {
public static void main(String[] args) throws IOException {
BufferedImage src = ImageIO.read(new File("in.png")); // 71 kb
// here goes custom palette
IndexColorModel cm = new IndexColorModel(
3, // 3 bits can store up to 8 colors
6, // here I use only 6
// RED GREEN1 GREEN2 BLUE WHITE BLACK
new byte[]{-100, 0, 0, 0, -1, 0},
new byte[]{ 0, -100, 60, 0, -1, 0},
new byte[]{ 0, 0, 0, -100, -1, 0});
// draw source image on new one, with custom palette
BufferedImage img = new BufferedImage(
src.getWidth(), src.getHeight(), // match source
BufferedImage.TYPE_BYTE_INDEXED, // required to work
cm); // custom color model (i.e. palette)
Graphics2D g2 = img.createGraphics();
g2.drawImage(src, 0, 0, null);
g2.dispose();
// output
ImageIO.write(img, "png", new File("out.png")); // 2,5 kb
}
}
Create a new BufferedImage with the lower palette and use createGraphic()
to acquire a Graphics2D
object. Draw the original image on the graphics. dispose()
the graphics and here you are.
BufferedImage img = new BufferedImage(orig.getWidth(), orig.getHeight(),
BufferedImage.TYPE_USHORT_555_RGB);
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