""" The OpenGL specification doesn't allow you to create a context without a window, since it needs the pixel format that you set into the device context. Actually, it is necessary to have a window handler to create a "traditional" rendering context. It is used to fetch OpenGL information and extensions availability. Once you got that information, you can destroy the render context and release the "dummy" window. So, in this code, the window is created, the context is set to this window, the image result is saved to an output image file and, then, this window is released. """ # import glfw import OpenGL import ctypes import ctypes.util # from lucid.misc.gl.glcontext import create_opengl_context # from lib.glcontext import create_opengl_context import glfw from OpenGL.GL import * import OpenGL.GL.shaders import numpy from PIL import Image import base64 from io import BytesIO from utils.settings import set_options from pyvirtualdisplay import Display def image_enhance(image, exposure, saturation, contrast, brightness, gamma, shadows, highlights, whites, blacks, clarity, temperature, sharpness): # create_opengl_context((image.width,image.height)) # Initialize glfw disp = Display() disp.start() if not glfw.init(): print('error in init') return # Create window # Size (1, 1) for show nothing in window glfw.window_hint(glfw.VISIBLE, False) # window = glfw.create_window(1, 1, "My OpenGL window", None, None) window = glfw.create_window(image.width,image.height, "My OpenGL window", None, None) # Terminate if any issue if not window: print('error in window') glfw.terminate() return # Set context to window glfw.make_context_current(window) disp.stop() # # Initial data # Positions, colors, texture coordinates ''' # positions colors texture coords quad = [ -0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, -0.5, 0.5, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0] ''' # positions colors texture coords quad = [-1., -1., 0., 0., 1., -1., 1., 0., 1., 1., 1., 1., -1., 1., 0., 1.] quad = numpy.array(quad, dtype=numpy.float32) # Vertices indices order indices = [0, 1, 2, 2, 3, 0] indices = numpy.array(indices, dtype=numpy.uint32) # print(quad.itemsize * len(quad)) # print(indices.itemsize * len(indices)) # print(quad.itemsize * 8) # # Vertex shader vertex_shader = """ attribute vec4 a_position; attribute vec4 a_color; attribute vec2 a_texCoord; varying vec2 v_texCoord; varying vec4 v_color; void main() { gl_Position = a_position; v_texCoord = a_texCoord; v_color = vec4(a_color.rgb * a_color.a, a_color.a); } """ # Fragment shader fragment_shader = """ varying vec2 v_texCoord; uniform sampler2D u_image; uniform float u_gamma; uniform float u_shadows; uniform float u_highlights; uniform float u_whites; uniform float u_blacks; uniform float u_clarity; uniform mat4 u_colorMatrix; uniform vec4 u_colorOffset; uniform vec2 u_pixelDimension; uniform mat4 u_clarityMatrix; uniform vec4 u_clarityOffset; uniform float u_temperature; uniform float u_sharpness; const vec3 warmFilter = vec3(0.93, 0.54, 0.0); const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311); const mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702); const float EPSILON = 0.0000001; vec4 unpremultiply(vec4 col) { col.rgb /= max(col.a, EPSILON); return col; } float calculateLuminance(vec3 rgb) { // This is the luminance calculation part of the RGB to HSL formular. vec4 p = mix( vec4(rgb.gb, 0.0, -1.0 / 3.0), vec4(rgb.bg, -1.0, 2.0 / 3.0), vec4(rgb.g < rgb.b) ); vec4 q = mix( vec4(rgb.r, p.yzx), vec4(p.xyw, rgb.r), vec4(rgb.r < p.x) ); float croma = q.x - min(q.w, q.y); float luminance = q.x - croma * 0.5; return luminance; } vec3 map(vec3 x, float in_min, float in_max, float out_min, float out_max){ return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; } void main() { vec4 color = clamp(texture2D(u_image, v_texCoord), 0.0, 1.0); color.rgb /= max(color.a, EPSILON); // Revert premultiplied alpha // Apply gamma if (u_gamma != 1.0) { color.rgb = pow(color.rgb, vec3(1.0 / max(u_gamma, EPSILON))); } // Apply shadows and highlights float luminance = calculateLuminance(color.rgb); float shadow = u_shadows >= 0.0 ? clamp( pow(luminance, 1.0 / (u_shadows + 1.0)) + pow(luminance, 2.0 / (u_shadows + 1.0)) * -0.76 - luminance , 0.0, max(u_shadows, 1.0)) : -clamp( pow(luminance, 1.0 / (-u_shadows + 1.0)) + pow(luminance, 2.0 / (-u_shadows + 1.0)) * -0.76 - luminance , 0.0, max(-u_shadows, 1.0)); float highlight = u_highlights < 0.0 ? clamp( 1.0 - pow(1.0 - luminance, 1.0 / (1.0 - u_highlights)) - pow(1.0 - luminance, 2.0 / (1.0 - u_highlights)) * -0.8 - luminance , -1.0, 0.0) : -clamp( 1.0 - pow(1.0 - luminance, 1.0 / (1.0 + u_highlights)) - pow(1.0 - luminance, 2.0 / (1.0 + u_highlights)) * -0.8 - luminance , -1.0, 0.0); // Bright color need more contrast and dark color need more brightness. // This is to keep saturatation because the color information of a dark colors is lost. float shadowContrast = shadow * luminance * luminance; float shadowBrightness = shadow - shadowContrast; float offset = luminance + shadowContrast + highlight; color.rgb = clamp(offset * ((color.rgb + shadowBrightness) / max(luminance, EPSILON)), 0.0, 1.0); // Apply Color Matrix color.rgb = clamp(color * u_colorMatrix + u_colorOffset, 0.0, 1.0).rgb; color.rgb = map(color.rgb, 0.0, 1.0, u_blacks / 2.0, 1.0 + u_whites / 2.0); color = clamp(color, 0.0, 1.0); color.rgb *= color.a; // Reset premultiplied alpha if (u_clarity != 0.0) { color = unpremultiply(color); // L = Left, R = Right, C = Center, T = Top, B = Bottom vec4 colLB = texture2D(u_image, v_texCoord + vec2(-u_pixelDimension.x, -u_pixelDimension.y)); vec4 colLC = texture2D(u_image, v_texCoord + vec2(-u_pixelDimension.x, 0.0)); vec4 colLT = texture2D(u_image, v_texCoord + vec2(-u_pixelDimension.x, u_pixelDimension.y)); vec4 colCL = texture2D(u_image, v_texCoord + vec2( 0.0, -u_pixelDimension.y)); vec4 colCR = texture2D(u_image, v_texCoord + vec2( 0.0, u_pixelDimension.y)); vec4 colRB = texture2D(u_image, v_texCoord + vec2( u_pixelDimension.x, -u_pixelDimension.y)); vec4 colRC = texture2D(u_image, v_texCoord + vec2( u_pixelDimension.x, 0.0)); vec4 colRT = texture2D(u_image, v_texCoord + vec2( u_pixelDimension.x, u_pixelDimension.y)); vec4 mergedColor = color; mergedColor.rgb += unpremultiply(colLB).rgb + unpremultiply(colLC).rgb + unpremultiply(colLT).rgb; mergedColor.rgb += unpremultiply(colCL).rgb + unpremultiply(colCR).rgb; mergedColor.rgb += unpremultiply(colRB).rgb + unpremultiply(colRC).rgb + unpremultiply(colRT).rgb; mergedColor /= 9.0; float grayValue = clamp(color.r * 0.3 + color.g * 0.59 + color.b * 0.1, 0.111111, 0.999999); // 1.0 and 0.0 result in white not black, therefore we clamp // Here we create a function that will map values below 0.1 to 0. Values above 0.2 will be mapped to 1, // and for values between 0.1 and 0.2 it will produce a gradient. // The funtion is mirror at 0.5, meaning values between 0.8 and 0.9 will result in a decending gradient. // And values above 0.9 will be mapped to 0. float frequenceFactor = min(smoothstep(1.0 - grayValue, 0.0, 0.11), smoothstep(grayValue, 0.0, 0.11)); // here we apply the high pass filter. Its strength is determined by the uniform , // and the frequence factor. That means the only the mid tones are affected by this filter. // Clarity input is ranging from -1 to 1. But we want to strengthen the effect. // Therefore we see this little magic number '3.7'. color.rgb = clamp(color + clamp((color - mergedColor) * u_clarity * 3.7 * frequenceFactor, 0.0, 10.0), 0.0, 1.0).rgb; // apply exposure but only to the mid tones. color.rgb = color.rgb * pow(2.0, u_clarity * 0.27 * frequenceFactor); // apply contrast and desaturation matrix color.rgb = clamp(color * u_colorMatrix + u_colorOffset, 0.0, 1.0).rgb; color.rgb *= color.a; // Premultiply alpha color = clamp(color, 0.0, 1.0); } if(u_temperature != 0.0){ float temperature = u_temperature; const float tint = 0.0; vec4 source = color; source.rgb /= max(source.a, EPSILON); // Revert premultiplied alpha vec3 yiq = RGBtoYIQ * source.rgb; yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226); vec3 rgb = YIQtoRGB * yiq; vec3 processed = mix( (1.0 - 2.0 * (1.0 - rgb) * (1.0 - warmFilter)), (2.0 * rgb * warmFilter), vec3(rgb.r < 0.5, rgb.g < 0.5, rgb.b < 0.5) ); color = vec4(mix(rgb, processed, temperature), source.a); color.rgb *= color.a; // Premultiply alpha again } if (u_sharpness != 0.0){ float factor = mix(0.2, -1.0, float(u_sharpness > 0.0)); vec4 sharpenedColor = mix(0.2, 5.0, float(u_sharpness > 0.0)) * color; sharpenedColor += factor * clamp(texture2D(u_image, v_texCoord + u_pixelDimension * vec2(-1.0, 0.0)), 0.0, 1.0); sharpenedColor += factor * clamp(texture2D(u_image, v_texCoord + u_pixelDimension * vec2( 0.0, -1.0)), 0.0, 1.0); sharpenedColor += factor * clamp(texture2D(u_image, v_texCoord + u_pixelDimension * vec2( 0.0, 1.0)), 0.0, 1.0); sharpenedColor += factor * clamp(texture2D(u_image, v_texCoord + u_pixelDimension * vec2( 1.0, 0.0)), 0.0, 1.0); color.rgb /= max(color.a, EPSILON); // unpremultiply sharpenedColor.rgb /= max(sharpenedColor.a, EPSILON); // unpremultiply sharpenedColor = clamp(sharpenedColor, 0.0, 1.0); color = clamp(mix(color, sharpenedColor, abs(u_sharpness)), 0.0, 1.0); color = vec4(color.rgb * color.a, color.a); // premultiply } gl_FragColor = color; } """ # # Compile shaders shader = OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER), OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER)) # VBO v_b_o = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, v_b_o) glBufferData(GL_ARRAY_BUFFER, quad.itemsize * len(quad), quad, GL_STATIC_DRAW) # EBO e_b_o = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, e_b_o) glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.itemsize * len(indices), indices, GL_STATIC_DRAW) # Configure positions of initial data # Configure positions of initial data glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), ctypes.c_void_p(0)) glEnableVertexAttribArray(0) # Configure texture coordinates of initial data glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), ctypes.c_void_p(8)) glEnableVertexAttribArray(1) # Texture texture = glGenTextures(1) # Bind texture glBindTexture(GL_TEXTURE_2D, texture) # Texture wrapping params glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) # Texture filtering params glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) # # Open image # # img_data = numpy.array(list(image.getdata()), numpy.uint8) # # flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM) # img_data = flipped_image.convert("RGBA").tobytes() # img_data = image.convert("RGBA").tobytes() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data) # print(image.width, image.height) # # Create render buffer with size (image.width x image.height) rb_obj = glGenRenderbuffers(1) glBindRenderbuffer(GL_RENDERBUFFER, rb_obj) glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, image.width, image.height) # Create frame buffer fb_obj = glGenFramebuffers(1) glBindFramebuffer(GL_FRAMEBUFFER, fb_obj) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb_obj) # Check frame buffer (that simple buffer should not be an issue) status = glCheckFramebufferStatus(GL_FRAMEBUFFER) if status != GL_FRAMEBUFFER_COMPLETE: print("incomplete framebuffer object") # # Install program glUseProgram(shader) set_options(exposure, saturation, contrast, brightness, gamma, shadows, highlights, whites, blacks, clarity, temperature, sharpness, shader, image.width, image.height) # Bind framebuffer and set viewport size glBindFramebuffer(GL_FRAMEBUFFER, fb_obj) glViewport(0, 0, image.width, image.height) # Draw the quad which covers the entire viewport glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None) # # PNG # Read the data and create the image image_buffer = glReadPixels( 0, 0, image.width, image.height, GL_RGBA, GL_UNSIGNED_BYTE) image_out = numpy.frombuffer(image_buffer, dtype=numpy.uint8) image_out = image_out.reshape(image.height, image.width, 4) # glfw.terminate() img = Image.fromarray(image_out, 'RGBA') buffered = BytesIO() img.save(buffered, format="PNG") img_str = base64.b64encode(buffered.getvalue()) return img_str if __name__ == "__main__": image = Image.open("/Users/planningo/Downloads/download.jpeg") image_enhance(image, exposure=0, saturation=0, contrast=0, brightness=0, gamma=1, shadows=0, highlights=0, blacks=0, whites=0, clarity=0, temperature=-1, sharpness=1)