Added LUT interp and Matrix math to C++ code. It's super duper fast now! See performance.txt.
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README.md
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README.md
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@ -4,23 +4,25 @@
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What is it?
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-----
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openlut is, at its core, a color management library, accessible from **Python 3.5+**. It's built on my own color pipeline needs, which includes managing
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openlut is, at its core, a transform-focused color management library, accessible from **Python 3.5+**. It's built on my own color pipeline needs, which includes managing
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Lookup Tables, Gamma/Gamut functions/matrices, applying color transformations, etc. .
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openlut is also a tool. Included soon will be a command line utility letting you perform complex color transformations from the comfort of
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your console. In all cases, interactive usage from a Python console is easy.
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openlut is also a practical tool. Included soon will be a command line utility letting you perform complex color transformations from the comfort of
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your console. Included already is an OpenGL image viewer, which might grow in the future to play sequences.
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I wanted it to cover this niche simply and consistently, something color management often isn't! Take a look; hopefully you'll agree :) !
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I wanted it to cover this niche simply and consistently, with batteries included (a library of gamma functions and color gamut matrices).
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Color management doesn't have to be so difficult!
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What About OpenColorIO? Why does this exist?
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------
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OpenColorIO is a wonderful library, but seems geared towards managing the complexity of many larger applications in a greater pipeline.
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openlut is more simple; it doesn't care about the big picture - you just do consistent operations on images. openlut also has tools to deal
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with these building blocks, unlike OCIO - resizing LUTs, etc. .
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OpenColorIO does amazing work - but mostly in the context of large applications, not-simple config files, and self-defined color space
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(with the full range of int/float bit depth specifics, etc.)
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Indeed, OCIO is just a system these basic operations using LUTs - in somewhat unintuitive ways, in my opinion. You could setup a similar system
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using openlut's toolkit.
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openlut is all about images and the transforms on images. Everything happens in (0, 1) float space. Large emphasis is placed on managing the
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tools themselves as well - composing matrices, resizing LUTs, defining new gamma functions, etc. .
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In many ways, OCIO is a system stringing basic operations together. I'd be perfectly plausible to write an OCIO alternative with openlut in the backend.
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Installation
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@ -33,9 +35,9 @@ Simply use pip: `sudo pip3 install openlut` (pip3 denotes that you must use a Py
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*If it's breaking, try running `sudo pip3 install -U pip setuptools`. Sometimes they are out of date.*
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Installing Dependencies
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Installing Compile Dependencies
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-----
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Not Difficult, I promise!
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For the moment, I don't have a Mac wheel. Not Difficult, I promise!
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On Debian/Ubuntu: `sudo apt-get install python3-pip gcc pybind11-dev libmagickwand-dev`
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On Mac: `brew install python3 gcc pybind11 imagemagick`
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@ -0,0 +1,9 @@
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from functools import reduce
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from imp import reload
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import openlut as ol
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from openlut.lib.files import Log
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img = ol.ColMap.open('img_test/rock.exr')
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fSeq = img.rgbArr
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lut = ol.LUT.lutFunc(ol.gamma.sRGB)
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@ -86,7 +86,6 @@ class ColMap :
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with wand.image.Image(blob=binData, format=fmt, width=width, height=height) as img:
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return ColMap.fromIntArray(np.fromstring(img.make_blob("RGB"), dtype='uint{}'.format(img.depth)).reshape(img.height, img.width, 3))
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@staticmethod
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def toBinary(self, fmt, depth=16) :
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'''
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Using Wand blob functionality
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@ -95,7 +94,6 @@ class ColMap :
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img.format = fmt
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return img.make_blob()
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@staticmethod
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def save(self, path, compress = None, depth = None) :
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'''
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Save the image. The filetype will be inferred from the path, and the appropriate backend will be used.
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@ -140,7 +138,7 @@ class ColMap :
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#Display Functions
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@staticmethod
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def display(path, width = 1200) :
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def display(path, width = 1000) :
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'''
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Shows an image at a path without making a ColMap.
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'''
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@ -153,7 +151,7 @@ class ColMap :
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Viewer.run(img, xRes, yRes, title = os.path.basename(path))
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def show(self, width = 1200) :
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def show(self, width = 1000) :
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#Use my custom OpenGL viewer!
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Viewer.run(self.rgbArr, width, int(width * self.rgbArr.shape[0]/self.rgbArr.shape[1]))
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@ -6,6 +6,7 @@ import numpy as np
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#~ import numba
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from .Transform import Transform
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from .lib import olOpt as olo
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class ColMat(Transform) :
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def __init__(self, *mats) :
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@ -21,66 +22,24 @@ class ColMat(Transform) :
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else :
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self.mat = np.array(mat) #Simply set self.mat with the numpy array version of the mat.
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elif len(mats) > 1 :
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self.mat = ColMat.__mats(*[ColMat(mat) for mat in mats]).mat
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self.mat = ColMat._mats(*[ColMat(mat) for mat in mats]).mat
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elif not mats :
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self.mat = np.identity(3)
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def __mats(*inMats) :
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def _mats(*inMats) :
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'''
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Initialize a combined Transform matrix from several input ColMats.
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Initialize a combined Transform matrix from several input ColMats. Use constructor instead.
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'''
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return ColMat(reduce(ColMat.__mul__, reversed(inMats))) #Works because multiply is actually non-commutative dot.
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#This is why we reverse inMats.
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#~ @numba.jit(nopython=True)
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def __optDot(img, mat, shp, out) :
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'''
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Dots the matrix with each tuple of colors in the img.
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img: Numpy array of shape (height, width, 3).
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mat: The 3x3 numpy array representing the color transform matrix.
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shp: The shape of the image.
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out: the output list. Built mutably for numba's sake.
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'''
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shaped = img.reshape((shp[0] * shp[1], shp[2])) #Flatten to 2D array for iteration over colors.
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i = 0
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while i < shp[0] * shp[1] :
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res = np.dot(mat, shaped[i])
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out[i] = res
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i += 1
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def __applMat(q, cpu, shp, mat, img3D) :
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out = np.zeros((shp[0] * shp[1], shp[2]))
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ColMat.__optDot(img3D, mat, shp, out)
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q.put( (cpu, out.reshape(shp)) )
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def sample(self, fSeq) :
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shp = np.shape(fSeq)
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if len(shp) == 1 :
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return self.mat.dot(fSeq)
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if len(shp) == 3 :
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cpus = mp.cpu_count()
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out = []
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q = mp.Queue()
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splt = Transform.spSeq(fSeq, cpus)
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for cpu in range(cpus) :
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p = mp.Process(target=ColMat.__applMat, args=(q, cpu, np.shape(splt[cpu]), self.mat, splt[cpu]))
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p.start()
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for num in range(len(splt)) :
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out.append(q.get())
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return np.concatenate([seq[1] for seq in sorted(out, key=lambda seq: seq[0])], axis=0)
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#~ out = np.zeros((shp[0] * shp[1], shp[2]))
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#~ ColMat.__optDot(fSeq, self.mat, shp, out)
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#~ return out.reshape(shp)
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#~ return np.array([self.mat.dot(col) for col in fSeq.reshape(shp[0] * shp[1], shp[2])]).reshape(shp)
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#~ p = mp.Pool(mp.cpu_count())
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#~ return np.array(list(map(self.mat.dot, fSeq.reshape(shp[0] * shp[1], shp[2])))).reshape(shp)
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#~ return fSeq.dot(self.mat)
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#C++ based olo.matr replaces & sped up the operation by 50x with same output!!!
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return olo.matr(fSeq.reshape(reduce(lambda a, b: a*b, fSeq.shape)), self.mat.reshape(reduce(lambda a, b: a*b, self.mat.shape))).reshape(fSeq.shape)
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def inv(obj) :
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if isinstance(obj, ColMat) : #Works on any ColMat object - including self.
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@ -15,7 +15,7 @@ from .Transform import Transform
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from .lib import olOpt as olo
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class LUT(Transform) :
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def __init__(self, dims = 1, size = 16384, title = "openlut_LUT", iRange = (0.0, 1.0)) :
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def __init__(self, dims = 1, size = 4096, title = "openlut_LUT", iRange = (0.0, 1.0)) :
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'''
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Create an identity LUT with given dimensions (1 or 3), size, and title.
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'''
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@ -33,7 +33,7 @@ class LUT(Transform) :
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print("3D LUT Not Implemented!")
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#~ self.array = np.linspace(self.range[0], self.range[1], self.size**3).reshape(self.size, self.size, self.size) #Should make an identity size x size x size array.
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def lutFunc(func, size = 16384, dims = 1, title="openlut_FuncGen", iRange = (0.0, 1.0)) :
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def lutFunc(func, size = 4096, dims = 1, title="openlut_FuncGen", iRange = (0.0, 1.0)) :
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'''
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Creates a LUT from a simple function.
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'''
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return LUT.lutArray(splev(np.linspace(0, 1, num=len(idArr)), splrep(idArr, mapArr)))
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#LUT Functions.
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def __interp(q, cpu, spSeq, ID, array, spl) :
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if spl :
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q.put( (cpu, splev(spSeq, splrep(ID, array))) ) #Spline Interpolation. Pretty quick, considering.
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else :
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q.put( (cpu, np.interp(spSeq, ID, array)) )
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def _splInterp(q, cpu, spSeq, ID, array) :
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q.put( (cpu, splev(spSeq, splrep(ID, array))) ) #Spline Interpolation. Pretty quick, considering.
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def sample(self, fSeq, spl=True) :
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'''
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fSeq = np.array(fSeq)
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if self.dims == 1 :
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#~ return np.interp(spSeq, self.ID, self.array)
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#If scipy isn't loaded, we can't use spline interpolation!
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if (not MOD_SCIPY) or self.size > 1023: spl = False # Auto-adapts big LUTs to use the faster, more brute-forceish, linear interpolation.
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out = []
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q = mp.Queue()
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splt = Transform.spSeq(fSeq, mp.cpu_count())
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for cpu in range(mp.cpu_count()) :
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p = mp.Process(target=LUT.__interp, args=(q, cpu, splt[cpu], self.ID, self.array, spl))
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p.start()
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if (not MOD_SCIPY) or self.size > 25 : # Auto-adapts all but the smallest LUTs to use the faster linear interpolation.
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return olo.lut1dlin(fSeq.reshape(reduce(lambda a, b: a*b, fSeq.shape)), self.array, self.range[0], self.range[1]).reshape(fSeq.shape)
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else :
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#~ return np.interp(spSeq, self.ID, self.array) #non-threaded way.
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out = []
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q = mp.Queue()
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splt = Transform.spSeq(fSeq, mp.cpu_count())
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for cpu in range(mp.cpu_count()) :
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p = mp.Process(target=LUT._splInterp, args=(q, cpu, splt[cpu], self.ID, self.array))
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p.start()
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for num in range(len(splt)) :
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out.append(q.get())
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for num in range(len(splt)) :
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out.append(q.get())
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return np.concatenate([seq[1] for seq in sorted(out, key=lambda seq: seq[0])], axis=0)
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return np.concatenate([seq[1] for seq in sorted(out, key=lambda seq: seq[0])], axis=0)
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elif self.dims == 3 :
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print("3D LUT Not Implemented!")
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import multiprocessing as mp
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#Future: Use GLFW
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import pygame
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from pygame.locals import *
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import numpy as np
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MOD_OPENGL = True
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try :
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from OpenGL.GL import *
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from OpenGL.GL.shaders import compileShader,ShaderProgram
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from OpenGL.GLU import *
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from OpenGL.arrays import vbo #This is a class that makes it easy to use Vertex Buffer Objects.
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from OpenGL.GL.framebufferobjects import *
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from OpenGL.GL.EXT.framebuffer_object import *
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#~ from OpenGLContext.arrays import *
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except :
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print('Unable to load OpenGL. Make sure your graphics drivers are installed & up to date!')
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MOD_OPENGL = False
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def __init__(self, res, title="OpenLUT Image Viewer") :
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self.res = res
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#Vertex shaders calculate vertex positions - gl_position, which is a vec4.
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#In our case, this vec4 is on a ortho projected square in front of the screen.
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#~ self.shaderVertex = compileShader("""#version 330 core
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#~ layout (location = 0) in vec2 position;
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#~ layout (location = 1) in vec2 texCoords;
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#~ out vec2 TexCoords;
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#~ void main()
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#~ {
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#~ gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
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#~ TexCoords = texCoords;
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#~ }
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#~ """, GL_VERTEX_SHADER )
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#After a vertex is processed, clupping happens, etc. Then frag shader.
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#Fragment shaders make "fragments" - pixels, subpixels, hidden stuff, etc. . They can do per pixel stuff.
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#Goal: Make gl_FragColor, the color of the fragment. It's a vec4.
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#In this case, we're sampling the texture coordinates.
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#~ self.shaderFrag = compileShader("""#version 330 core
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#~ in vec2 TexCoords;
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#~ out vec4 color;
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#~ uniform sampler2D screenTexture;
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#~ void main()
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#~ {
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#~ color = texture(screenTexture, TexCoords);
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#~ }
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#~ """, GL_FRAGMENT_SHADER )
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#Convenience for glCreateProgram, then attaches each shader via pointer, links with glLinkProgram,
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#validates with glValidateProgram and glGetProgramiv, then cleanup & return shader program.
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#~ self.shader = Viewer.shaderProgramCompile(self.shaderVertex, self.shaderFrag)
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#~ self.vbo = self.bindVBO()
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#Init pygame in OpenGL double-buffered mode.
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pygame.init()
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pygame.display.set_caption(title)
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pygame.display.set_mode(res, DOUBLEBUF|OPENGL)
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pygame.display.set_mode((res), DOUBLEBUF|OPENGL)
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#Initialize OpenGL.
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self.initGL()
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def shaderProgramCompile(*shaders) :
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prog = glCreateProgram()
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for shader in shaders :
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glAttachShader(prog, shader)
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prog = ShaderProgram(prog)
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glLinkProgram(prog)
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return prog
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def initGL(self) :
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'''
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Initialize OpenGL.
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'''
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#Start up OpenGL in Ortho projection mode.
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glEnable(GL_TEXTURE_2D)
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glViewport(0, 0, self.res[0], self.res[1])
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glOrtho(0, self.res[0], self.res[1], 0, 0, 100)
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glMatrixMode(GL_MODELVIEW)
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#~ glUseProgram(self.shader)
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#~ glClearColor(0, 0, 0, 0)
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#~ glClearDepth(0)
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#~ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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def resizeWindow(self, newRes) :
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#~ print(newRes)
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self.res = newRes
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pygame.display.set_mode(self.res, DOUBLEBUF|OPENGL)
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glViewport(0, 0, self.res[0], self.res[1]) #Reset viewport
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#~ def resizeWindow(self, newRes) :
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#~ self.res = newRes
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#~ pygame.display.set_mode(self.res, RESIZABLE|DOUBLEBUF|OPENGL)
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##~ glLoadIdentity()
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##~ glOrtho(0, self.res[0], self.res[1], 0, 0, 100)
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glMatrixMode(GL_PROJECTION) #Modify projection matrix
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glLoadIdentity() #Load in identity matrix
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glOrtho(0, self.res[0], self.res[1], 0, 0, 100) #New projection matrix
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##~ glMatrixMode(GL_MODELVIEW)
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glMatrixMode(GL_MODELVIEW) #Switch back to model matrix.
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glLoadIdentity() #Load an identity matrix into the model-view matrix
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def drawQuad(self) :
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#~ pygame.display.flip()
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def drawImage(self) :
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'''
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Draws an image to the screen.
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'''
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#~ print("\r", self.res, end="", sep="")
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glBegin(GL_QUADS)
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glTexCoord2i(0, 0)
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glEnd()
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def bindTex(self, img) :
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def bindVBO(self, verts=np.array([[0,1,0],[-1,-1,0],[1,-1,0]], dtype='f')) :
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vertPos = vbo.VBO(verts)
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indices = np.array([[0, 1, 2]], dtype=np.int32)
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indPos = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
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return (vertPos, indPos)
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def bindFBO(self) :
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'''
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Create and bind a framebuffer for rendering (loading images) to.
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'''
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fbo = glGenFramebuffers(1) #Create framebuffer
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#Binding it makes the next read and write framebuffer ops affect the bound framebuffer.
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#You can also bind it specifically to read/write targets. GL_READ_FRAMEBUFFER and GL_DRAW_FRAMEBUFFER.
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glBindFramebuffer(GL_FRAMEBUFFER, fbo)
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#It needs 1+ same sampled buffers (color, depth, stencil) and a "complete" color attachment.
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#Create a texture to render to. Empty for now; size is screen size.
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tex = self.bindTex(None, res=self.res) #Fill it up with nothing, for now. It's our color attachment.
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glBindTexture(GL_TEXTURE_2D, 0)
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#Target is framebuffer, attachment is color, textarget is 2D texture, the texture is tex, the mipmap level is 0.
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#We attach the texture to the frame buffer.
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex, 0)
|
||||
|
||||
#Renderbuffers are write-only; can't be sampled, just displayed. Often used as depth and stencil. So useless here :).
|
||||
|
||||
if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE :
|
||||
print("Framebuffer not complete!")
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); #Finally - bind the framebuffer!
|
||||
|
||||
#We're now rendering to the framebuffer texture. How cool!
|
||||
|
||||
return fbo
|
||||
|
||||
|
||||
def bindTex(self, img, res=None) :
|
||||
'''
|
||||
Binds the image contained the numpy float array img to a 2D texture on the GPU.
|
||||
'''
|
||||
id = glGenTextures(1)
|
||||
if not res: res = img.shape
|
||||
|
||||
tex = glGenTextures(1)
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
|
||||
glBindTexture(GL_TEXTURE_2D, id)
|
||||
glBindTexture(GL_TEXTURE_2D, tex)
|
||||
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) #Clamp to edge
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) #Mag/Min Interpolation
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.shape[1], img.shape[0], 0, GL_RGB, GL_FLOAT, img)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, res[1], res[0], 0, GL_RGB, GL_FLOAT, img)
|
||||
|
||||
def display(self) :
|
||||
return tex
|
||||
|
||||
def display(self, fbo = 1, tex = 1) :
|
||||
'''
|
||||
Repaints the window.
|
||||
'''
|
||||
|
||||
#Clears the "canvas"
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
|
||||
#Here, we do things to the framebuffer. Not the screen. Important.
|
||||
#~ glBindFramebuffer(GL_FRAMEBUFFER, fbo)
|
||||
#~ glClearColor(0, 0, 0, 1.0)
|
||||
glClear(GL_COLOR_BUFFER_BIT)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
|
||||
#Maybe do them here.
|
||||
#This render is rendering to framebuffer
|
||||
glEnable(GL_TEXTURE_2D)
|
||||
self.drawQuad()
|
||||
self.drawImage()
|
||||
|
||||
#~ #Back to the screen.
|
||||
#~ glBindFramebuffer(GL_FRAMEBUFFER, 0)
|
||||
#~ glClearColor(0, 1, 1, 1)
|
||||
#~ glClear(GL_COLOR_BUFFER_BIT)
|
||||
|
||||
#~ glUseProgram(self.shader)
|
||||
#~ glBindTexture(GL_TEXTURE_2D, tex)
|
||||
|
||||
#~ glBindVertexArray(0)
|
||||
#~ glUseProgram(0)
|
||||
|
||||
#Updates the display.
|
||||
pygame.display.flip()
|
||||
|
||||
def close() :
|
||||
#~ print()
|
||||
print()
|
||||
#~ glUseProgram(0)
|
||||
pygame.quit()
|
||||
|
||||
def run(img, xRes, yRes, title = "OpenLUT Image Viewer") :
|
||||
|
@ -109,7 +233,8 @@ class Viewer :
|
|||
if not MOD_OPENGL: print("OpenGL not enabled. Viewer won't start."); return
|
||||
|
||||
v = Viewer((xRes, yRes), title)
|
||||
v.bindTex(img)
|
||||
gpuImg = v.bindTex(img)
|
||||
#~ gpuBuf = v.bindFBO()
|
||||
|
||||
FPS = None
|
||||
clock = pygame.time.Clock()
|
||||
|
@ -118,19 +243,21 @@ class Viewer :
|
|||
for event in pygame.event.get() :
|
||||
if event.type == pygame.QUIT: Viewer.close(); break
|
||||
|
||||
#~ if event.type == pygame.VIDEORESIZE :
|
||||
#~ v.resizeWindow((event.w, event.h))
|
||||
if event.type == pygame.VIDEORESIZE :
|
||||
v.resizeWindow((event.w, event.h))
|
||||
|
||||
if event.type == pygame.KEYDOWN :
|
||||
if str(event.key) == "27": Viewer.close(); break #Need to catch ESC to close the window.
|
||||
|
||||
try :
|
||||
{
|
||||
|
||||
}[event.key]()
|
||||
except KeyError as key :
|
||||
if str(key) == "27": Viewer.close(); break #Need to catch ESC to close the window.
|
||||
print("Key not mapped!")
|
||||
else :
|
||||
#This else will only run if the event loop is completed.
|
||||
#~ v.display(fbo = gpuBuf, tex = gpuImg)
|
||||
v.display()
|
||||
|
||||
#Smooth playback at FPS.
|
||||
|
|
|
@ -6,5 +6,9 @@ from .Func import Func
|
|||
from .ColMat import ColMat
|
||||
from .Viewer import Viewer
|
||||
|
||||
#Ensure the package namespace lines up.
|
||||
from . import gamma
|
||||
from . import gamut
|
||||
|
||||
__all__ = ['ColMap', 'Transform', 'LUT', 'Func', 'ColMat', 'Viewer', 'gamma', 'gamut']
|
||||
|
||||
|
|
|
@ -19,6 +19,17 @@ Copyright 2016 Sofus Rose
|
|||
import sys, os, time
|
||||
import multiprocessing as mp
|
||||
|
||||
import numpy as np
|
||||
|
||||
MOD_MATPLOTLIB = False
|
||||
try:
|
||||
import matplotlib.pyplot as plt
|
||||
import matplotlib.mlab as mlab
|
||||
|
||||
MOD_MATPLOTLIB = True
|
||||
except:
|
||||
print("Matplotlib not installed. Graphs won't be drawn")
|
||||
|
||||
class Files :
|
||||
"""
|
||||
The Files object is an immutable sequence of files, which supports writing simultaneously to all the files.
|
||||
|
@ -197,6 +208,41 @@ class Log(ColLib) :
|
|||
else :
|
||||
raise ValueError('Run wasn\'t found!!')
|
||||
|
||||
@staticmethod
|
||||
def bench(f, args=[], kwargs={}, trials=15, graph=False) :
|
||||
def t(): l = Log(); l.startTime(0); f(*args, **kwargs); return l.getTime(0)
|
||||
|
||||
data = np.array([t() for i in range(trials)])
|
||||
anyl = { 'mean' : np.mean(data),
|
||||
'median' : np.median(data),
|
||||
'std_dev' : np.std(data),
|
||||
'vari' : np.std(data) ** 2,
|
||||
'total' : sum(data)
|
||||
}
|
||||
|
||||
if graph: Log.graphBench(anyl)
|
||||
|
||||
return anyl
|
||||
|
||||
@staticmethod
|
||||
def graphBench(anyl) :
|
||||
if MOD_MATPLOTLIB :
|
||||
fig = plt.figure()
|
||||
|
||||
x = np.linspace(-3 * anyl['std_dev'] + anyl['mean'], 3 * anyl['std_dev'] + anyl['mean'], 100)
|
||||
|
||||
plt.plot(x, mlab.normpdf(x, anyl['mean'], anyl['std_dev']))
|
||||
|
||||
plt.axvline(x = anyl['mean'], color='red', linestyle = "--")
|
||||
plt.text( anyl['mean'] - 0.2 * anyl['std_dev'], 0, 'mean',
|
||||
horizontalalignment = 'left', verticalalignment='bottom',
|
||||
rotation = 90, fontsize=10, fontstyle='italic'
|
||||
)
|
||||
plt.xlabel('Time (Seconds)', fontsize=15)
|
||||
plt.ylabel('Distribution', fontsize=11)
|
||||
|
||||
plt.show()
|
||||
|
||||
def compItem(self, state, time, *text) :
|
||||
"""
|
||||
Returns a displayable log item as a string, formatted with or without color.
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
|
||||
//~ #include "samplers.h"
|
||||
|
||||
//~ #define EPSILON 0.0001
|
||||
|
||||
namespace py = pybind11;
|
||||
using namespace std;
|
||||
|
||||
|
@ -26,7 +28,6 @@ float sLog(float x) { return (0.432699 * log10(x + 0.037584) + 0.616596) + 0.03;
|
|||
float sLog2(float x) { return ( 0.432699 * log10( (155.0 * x) / 219.0 + 0.037584) + 0.616596 ) + 0.03; }
|
||||
float DanLog(float x) { return x > 0.1496582 ? (pow(10.0, ((x - 0.385537) / 0.2471896)) - 0.071272) / 3.555556 : (x - 0.092809) / 5.367655; }
|
||||
|
||||
|
||||
//gam lets the user pass in any 1D array, any one-arg C++ function, and get a result. It's multithreaded, vectorized, etc. .
|
||||
py::array_t<float> gam(py::array_t<float> arr, const std::function<float(float)> &g_func) {
|
||||
py::buffer_info bufIn = arr.request();
|
||||
|
@ -54,6 +55,95 @@ py::array_t<float> gam(py::array_t<float> arr, const std::function<float(float)>
|
|||
}
|
||||
|
||||
|
||||
//lut1d takes a flattened image array and a flattened 1D array, and returns a linearly interpolated result.
|
||||
py::array_t<float> lut1dlin(py::array_t<float> img, py::array_t<float> lut, float lBound, float hBound) {
|
||||
py::buffer_info bufImg = img.request(), bufLUT = lut.request();
|
||||
|
||||
//To use with an image, MAKE SURE to flatten the 3D array to a 1D array, then back out to a 3D array after.
|
||||
if (bufImg.ndim == 1 && bufLUT.ndim == 1) {
|
||||
//Make numpy allocate the buffer of the new array.
|
||||
auto result = py::array_t<float>(bufImg.size);
|
||||
|
||||
//Get the bufOut pointers that we can manipulate from C++.
|
||||
auto bufOut = result.request();
|
||||
|
||||
float *ptrImg = (float *) bufImg.ptr,
|
||||
*ptrLUT = (float *) bufLUT.ptr,
|
||||
*ptrOut = (float *) bufOut.ptr;
|
||||
|
||||
//Iterate over flat array. Each value gets scaled according to the LUT.
|
||||
#pragma omp parallel for
|
||||
for (size_t i = 0; i < bufImg.shape[0]; i++) {
|
||||
//~ std::cout << g_func(ptrImg[i]) << std::endl;
|
||||
//~ std::cout << g_func(ptrImg[i]) << std::endl;
|
||||
|
||||
float val = ptrImg[i];
|
||||
|
||||
if (val <= lBound) { ptrOut[i] = ptrLUT[0]; continue; }
|
||||
else if (val >= hBound) { ptrOut[i] = ptrLUT[bufLUT.shape[0] - 1]; continue; } //Some simple clipping. So it's safe to index.
|
||||
|
||||
float lutVal = val * bufLUT.shape[0]; //Need the value in relation to LUT indices.
|
||||
//Essentially, we're gonna index by this above with simple math.
|
||||
|
||||
// Linear Interpolation: y = y0 + (x - x0) * ( (y1 - y0) / (x1 - x0) )
|
||||
// See https://en.wikipedia.org/wiki/Linear_interpolation#Linear_interpolation_between_two_known_points .
|
||||
// (x0, y0) is lower point, (x, y) is higher point.
|
||||
int x0 = (int)floor(lutVal);
|
||||
int x1 = (int)ceil(lutVal); //Internet says this is safe. Yay internet...
|
||||
|
||||
float y0 = ptrLUT[x0];
|
||||
float y1 = ptrLUT[x1];
|
||||
|
||||
// (y1 - y0) is divided by the result of (float)(x1 - x0) - but no need to write it; a ceil'ed minus a floor'ed int is just 1.
|
||||
ptrOut[i] = y0 + (lutVal - (float)x0) * ( (y1 - y0) );
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//matr takes a flattened image array and a flattened 3x3 matrix.
|
||||
py::array_t<float> matr(py::array_t<float> img, py::array_t<float> mat) {
|
||||
py::buffer_info bufImg = img.request(), bufMat = mat.request();
|
||||
|
||||
//To use with an image, MAKE SURE to flatten the 3D array to a 1D array, then back out to a 3D array after.
|
||||
if (bufImg.ndim == 1 && bufMat.ndim == 1) {
|
||||
//Make numpy allocate the buffer of the new array.
|
||||
auto result = py::array_t<float>(bufImg.size);
|
||||
|
||||
//Get the bufOut pointers that we can manipulate from C++.
|
||||
auto bufOut = result.request();
|
||||
|
||||
float *ptrImg = (float *) bufImg.ptr,
|
||||
*ptrMat = (float *) bufMat.ptr,
|
||||
*ptrOut = (float *) bufOut.ptr;
|
||||
|
||||
//We flatly (parallelly) iterate by threes - r, g, b. To do matrix math. Yay!
|
||||
#pragma omp parallel for
|
||||
for (size_t i = 0; i < bufImg.shape[0]; i+=3) {
|
||||
//~ std::cout << g_func(ptrImg[i]) << std::endl;
|
||||
//~ std::cout << g_func(ptrImg[i]) << std::endl;
|
||||
|
||||
/* Remember: We're dealing with a flattened matrix here. Indices for ptrMat:
|
||||
* 0 1 2
|
||||
* 3 4 5
|
||||
* 6 7 8
|
||||
*/
|
||||
|
||||
float r = ptrImg[i],
|
||||
g = ptrImg[i + 1],
|
||||
b = ptrImg[i + 2];
|
||||
|
||||
ptrOut[i] = r * ptrMat[0] + g * ptrMat[1] + b * ptrMat[2]; //Red
|
||||
ptrOut[i + 1] = r * ptrMat[3] + g * ptrMat[4] + b * ptrMat[5]; //Green
|
||||
ptrOut[i + 2] = r * ptrMat[6] + g * ptrMat[7] + b * ptrMat[8]; //Blue
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -62,9 +152,23 @@ PYBIND11_PLUGIN(olOpt) {
|
|||
|
||||
mod.def( "gam",
|
||||
&gam,
|
||||
"The sRGB function, vectorized."
|
||||
"Apply any one-argument C++ function to a flattened numpy array; vectorized & parallel."
|
||||
);
|
||||
|
||||
mod.def( "matr",
|
||||
&matr,
|
||||
"Apply any flattened color matrix to a flattened numpy image array; vectorized & parallel."
|
||||
);
|
||||
|
||||
mod.def( "lut1dlin",
|
||||
&lut1dlin,
|
||||
"Apply any 1D LUT to a flattened numpy image array; vectorized & parallel."
|
||||
);
|
||||
|
||||
|
||||
|
||||
//Simple Gamma Functions
|
||||
|
||||
mod.def( "lin",
|
||||
&lin,
|
||||
"The linear function."
|
||||
|
|
|
@ -0,0 +1,13 @@
|
|||
1080p image (rock.exr), preloaded into the ColMap img. Transform preloaded into the Transform tran. What's timed is the application with apply().
|
||||
|
||||
The amount of time to apply each given Transform to a 1920*1080 Image on my 4 code (8 thread) CPU:
|
||||
|
||||
apply(ol.LUT): 0.026462205679908948,, (avg. 100 Trials) *sRGB LUT
|
||||
apply(ol.Func): 0.064781568400030659, (avg. 100 Trials) *C++ Function sRGB
|
||||
apply(ol.Func): 0.55080005893347939, (avg. 15 Trials) *Python Function sRGB
|
||||
apply(ol.ColMat): 0.019661276286992234, (avg. 1000 Trials)
|
||||
|
||||
#OLD
|
||||
apply(ol.ColMat): 0.98610644233346345, (avg. 15 Trials) *ACES --> sRGB
|
||||
apply(ol.LUT): 0.15440896909999538, (avg. 100 Trials) *sRGB LUT
|
||||
|
4
setup.py
4
setup.py
|
@ -15,7 +15,7 @@ from setuptools import find_packages
|
|||
#Better - Mac & Linux only.
|
||||
#~ pyPath = '/usr/local/include/python{}'.format(get_python_version())'
|
||||
|
||||
cpp_args = ['-fopenmp', '-std=gnu++14']
|
||||
cpp_args = ['-fopenmp', '-std=gnu++14', '-O3']
|
||||
link_args = ['-fopenmp']
|
||||
|
||||
olOpt = Extension( 'openlut.lib.olOpt',
|
||||
|
@ -27,7 +27,7 @@ olOpt = Extension( 'openlut.lib.olOpt',
|
|||
)
|
||||
|
||||
setup( name = 'openlut',
|
||||
version = '0.1.4',
|
||||
version = '0.2.0',
|
||||
description = 'OpenLUT is a practical color management library.',
|
||||
author = 'Sofus Rose',
|
||||
author_email = 'sofus@sofusrose.com',
|
||||
|
|
Loading…
Reference in New Issue