I'm having a simple problem with my images in golang. I'm painting a png image with a color, but the result is not what I want.
In the pixels with the lowest number in Alpha, another color is painted. I'm using alphaChannel = false
/* return new image with new color
* alphaChannel = true get AlphaChannel from given color
* alphaChannel = false get AlphaChannel from image (x,y) point
*/
func PaintPngImage(img image.Image, cl color.Color, alphaChannel bool) image.Image {
R, G, B, A := cl.RGBA()
composeImage := image.NewRGBA(img.Bounds())
// paint image over a new image
draw.Draw(composeImage, composeImage.Bounds(), img, image.Point{}, draw.Over)
// paint new color over the image
bounds := composeImage.Bounds()
w, h := bounds.Max.X, bounds.Max.Y
for x := 0; x < w; x++ {
for y := 0; y < h; y++ {
_, _, _, aa := composeImage.At(x, y).RGBA()
if !alphaChannel {
A = aa
}
realColor := color.RGBA{R: uint8(R),G: uint8(G),B: uint8(B),A: uint8(A)}
if aa != 0 {
composeImage.Set(x, y, realColor)
}
}
}
return composeImage
}
colorLayer := PaintPngImage(layerImage, cl, false)
out, err := os.Create("./output/test.png")
utils.ShowFatalError(err)
err = png.Encode(out, colorLayer)
utils.CloseFile(out) // close file os.Close
utils.ShowFatalError(err) // Show panic log if err != nil
Final: [1]
If I use jpeg.Decode instead of png.Decode the image has not strange colors.
Color.RGBA()
returns color components that are in the range of 0..0xffff
, not in 0..0xff
:
// RGBA returns the alpha-premultiplied red, green, blue and alpha values // for the color. Each value ranges within [0, 0xffff], but is represented // by a uint32 so that multiplying by a blend factor up to 0xffff will not // overflow.
So when constructing the color to draw with, you have to right shift all 16-bit components (by 8) and not just convert to uint8
because that conversion keeps the lowest 8 bits which might be "random" compared to the 16-bit value, and you need the higher 8 bits:
realColor := color.RGBA{
R: uint8(R>>8),
G: uint8(G>>8),
B: uint8(B>>8),
A: uint8(A>>8),
}