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# Unknown6656.CVGLPixelShader
This is a small package wich enables the modification of OpenCV or NumPy images using OpenGL pixel shaders written in GLSL. Pixel shaders are shader programs which are executed in parallel on each pixel of a given image or texture _(Note: As pixel shaders are implemented as fragement shaders in the context of this library, they are technically not executed on every pixel but rather on every fragment)_.
You can learn more about GLSL, as well as pixel and fragment shaders here:
- https://en.wikipedia.org/wiki/OpenGL_Shading_Language
- https://en.wikipedia.org/wiki/Shader
- https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language
- https://www.khronos.org/opengl/wiki/Fragment_Shader
## Download / Installation
1. Install the package using `pip install Unknown6656.CVGLPixelShader` or download it from [https://pypi.org/project/Unknown6656.CVGLPixelShader/](https://pypi.org/project/Unknown6656.CVGLPixelShader/)
2. Insert the following import statements into your Python code:
```python
import cv2
from Unknown6656.CVGL import *
```
If you run into any issues regarding package dependencies, try installing all dependencies as listed in [requirements.txt](requirements.txt) using the command `pip install -r requirements.txt`.
## Basic Example
Create a new shader by invoking the constructor `PixelShader(...)` as follows:
```python
my_shader = PixelShader('''
vec4 color = texture(image, coords);
out_color = vec4(1 - color.xyz, 1);
''')
```
The code segment passed to the constructor is GLSL code and will be inserted into the fragment shader of the program. Have a look at the [official GLSL documentation pages](https://www.khronos.org/opengles/sdk/docs/manglsl/docbook4/) from Khronos for more information on how to use the shader language.
The shader can then be used as follows:
```python
image_in = cv2.imread('.../path/to/image.png') # read the input image from file
image_out = my_shader(image_in) # process the image using the pixel shader
cv2.imwrite('.../path/to/output.png', image_out) # save the processed image
my_shader.close() # close the shader and free all
# underlying resources
```
You may want to replace a call to `PixelShader.close(self)` with the usage of `with`-statement blocks:
```python
with PixelShader('''
vec4 color = texture(image, coords);
out_color = vec4(1 - color.xyz, 1);
''') as my_shader:
image_in = cv2.imread('.../path/to/image.png')
image_out = my_shader(image_in)
cv2.imwrite('.../path/to/output.png', image_out)
```
All Shaders created with `PixelShader(...)` expose the following variables to GLSL:
- **`int32 width`**: The image width in pixel.
- **`int32 height`**: The image height in pixels.
- **`vec2 coords`**: The current pixel coordinates, normalized to [0..1]x[0..1].
- **`sampler2D image`**: The image as a 2D texture sampler with four color channels (RGBA).
- **`vec4 out_color`**: The output color at this position as an RGBA-vector with values ranging from 0 to 1 for each color channel. If this variable is unused, the input color will be copied to the output.
## Using User-Defined Variables
You may sometimes want to pass variables to the shader. This can be performed as follows:
1. **Create a new shader variable:**
```python
my_variable = ShaderVariable('time', ShaderVariableType.FLOAT)
```
This code creates a new variable with the name `'time'` and the type `float` (32-bit IEE754 floating-point value). Take a look at the enum `ShaderVariableType` for all supported shader variable types.
2. **Create a new shader and pass all variables to the shader:**
```python
my_shader = PixelShader('''
out_color = texture(image, coords);
out_color.x += sin(time);
''', variables = [my_variable])
```
Note that the GLSL code makes usage of the variable `time` in the line `out_color.x += sin(time);`.
3. **Assign a value to the variable:**
```python
my_shader[my_variable] = time.time()
```
4. **Use the shader:**
```python
image_out = my_shader(image_in)
```
#### Complete example
```python
image = cv2.imread('...../image.png')
v_time = ShaderVariable('time', ShaderVariableType.FLOAT)
time = 0
with PixelShader('''
out_color = texture(image, coords);
out_color.x += sin(time * 2) * .5;
''', '', [v_time]) as shader:
while True:
time += .01
shader[v_time] = time
image = shader(image)
cv2.imshow('image', image)
if cv2.waitKey(1) & 0xff == ord('q'):
break
```
## Pre-defined Shaders
Feel free to make usage of some pre-defined shaders which come with this library. These shaders include:
- Vignetting
- Hue
- Saturation
- Grayscale
- Invert
- Brightness
- Contrast
- Sepia
- Bloom
- Blur (Linear, Radial, Gaussian)
- RGB Split (Linear, Radial)
- Kernel Convolution (Single- and Double-Pass)
- Embossing
- Edge Detections (Sobel, Sobel-Feldman, Prewitt, Roberts, ...)
To use any of these shaders, add the following `import`-statement to your script:
```python
from Unknown6656.CVGL.Shaders import *
```
You may then use the shaders as follows:
```python
image = cv2.imread('/path/to/image.png')
with Blur(radius = 20) as blur: # "Blur" is a pre-defined shader
processed = blur(image)
cv2.imshow('input', image)
cv2.imshow('output', processed)
cv2.waitKey(0)
```
The pre-defined shaders allow variables to be set after initialization as well:
```python
image = cv2.imread('/path/to/image.png')
with Blur(radius = 10) as blur:
processed_1 = blur(image) # process the image with radius = 10
blur['radius'] = 20 # change the radius to 20
processed_2 = blur(image) # re-process image with the new blur radius
```
## Performance
Let me be clear. The performance of this library is dogshite. Pixel shaders usually have a great performace, however they are designed to be used inside of render pipelines of games -- not headless in some random botched-up code. Hoever, I tried to compare the performance of this library with equivalent "traditional" code (i.e. using mainly OpenCV and NumPy).
The following graph compares the runtime (in seconds) of executing x-times the "vignetting" effect on a bitmap using this library and a "traditional" method:

The following graph compares the mean runtime (in seconds) averaged over 100 iterations of the following effects using this library and "traditional" implementations:

Both graphs have been created on a machine with the following hardware specifications:
```text
LENOVO Legion 5
Intel i7-11800H @ 2.3Ghz, 8 Cores, 16 Threads
NVIDIA RTX 3060 M (6GB VRAM)
16GB RAM
```
One can clearly see that effects implemented with this library have a baseline runtime of 5ms. However, this runtime does not increase significantly when implementing more complex effects using GLSL (in comparison to "traditional" implementations).
## Notes
Please keep the following in mind:
1. This library is still in beta. Some bugs may occur.
2. You may declare multiple shaders and use them independently from each other. Please keep in mind that the image processing is still performed synchroniously in the background, meaning that two shaders cannot process an image at exactly the same time (at least on a per-process basis).