Metadata-Version: 2.1
Name: BloomEffect
Version: 1.0.2
Summary: Pygame bloom effect (shader effect)
Home-page: https://github.com/yoyoberenguer/BloomEffect
Author: Yoann Berenguer
Author-email: yoyoberenguer@hotmail.com
License: MIT
Project-URL: Bug Reports, https://github.com/yoyoberenguer/BloomEffect/issues
Project-URL: Source, https://github.com/yoyoberenguer/BloomEffect
Platform: any
Classifier: Development Status :: 4 - Beta
Classifier: Intended Audience :: Developers
Classifier: Topic :: Software Development :: Build Tools
Classifier: Operating System :: Microsoft :: Windows
Classifier: Programming Language :: Python
Classifier: Programming Language :: Cython
Classifier: License :: OSI Approved :: MIT License
Classifier: Programming Language :: Python :: 3.6
Classifier: Programming Language :: Python :: 3.7
Classifier: Programming Language :: Python :: 3.8
Classifier: Programming Language :: Python :: 3.9
Classifier: Programming Language :: Python :: 3.10
Classifier: Topic :: Software Development :: Libraries :: Python Modules
Requires-Python: >=3.6
Description-Content-Type: text/markdown
License-File: LICENSE

# BloomEffect 

Bloom artefact  

![alt text](https://raw.githubusercontent.com/yoyoberenguer/BloomEffect/version-1.0.1/Assets/bloom_bpf_values.png)

This library contains Gaussian blur kernel 5x5 algoritms, bright pass filters and bloom 
methods designed to work with ```Pygame``` and ```python```.

It provides fast algorithms to create ```2D bloom effect``` 
for pygame.Surface (SDL suface) or images (PNG, JPG etc), see 
pygame image format compatibility for more information.
These algorithms can be used offline or in real time processing for 
Indy Game such as pygame or Arcade game as long as the game resolution 
do not exceed 1280x1024. A modern CPU with at least 8 
logical processor is required to keep the game running between 30-60 fps.

For minimum hardware specifications, the library can be used for 
post-processing (surface transformation such as blur and bloom effect)
before your game main loop e.g :
Texturing effect, Sprite or SpriteSheet additional effect. 
   
The algorithms are written using ```cython``` with OPENMP capability (multi-
processing). This library is build by default with the flag OPENMP, 
providing the best performance for real time processing. 
You can also turn off the multi-processing to balance evenly the 
CPU load between your game and the real time bloom processing. 
Please refer to the section ```OPENMP``` for more details on how to turn
the multi-processing on/off. 

The bloom effect can also be used for different applications such 
as : image processing, 2D light effect, spritesheet, demos and 
```text enhancement```, neon effect etc 


The project is under the ```MIT license```

### Bloom effect definition (from wikipedia) :
Bloom (sometimes referred to as light bloom or glow) is a computer
graphics effect used in video games, demos, and high dynamic range
rendering (HDRR) to reproduce an imaging artifact of real-world cameras.
The effect produces fringes (or feathers) of light extending from the
borders of bright areas in an image, contributing to the illusion of
an extremely bright light overwhelming the camera or eye capturing the
scene. It became widely used in video games after an article on the 
technique was published by the authors of Tron 2.0 in 2004.
REF https://en.wikipedia.org/wiki/Bloom_(shader_effect)

* Right image with bloom effect 


![alt text](https://raw.githubusercontent.com/yoyoberenguer/BloomEffect/version-1.0.1/Assets/i2_bloom.png)

![alt text](https://raw.githubusercontent.com/yoyoberenguer/BloomEffect/version-1.0.1/Assets/i3_bloom.png)



## Installation 
check the link for newest version https://pypi.org/project/BloomEffect/
```
pip install BloomEffect 
# or version 1.0.2  
pip install BloomEffect==1.0.2
```

* version installed 
* Imported module is case sensitive 
```python
>>>from BloomEffect.bloom import __version__
>>>__version__
```

## Bloom technique
```
Acronyme : bpf (bright pass filter)

1) First we apply a bright pass filter to the pygame surface(SDL surface) using one 
   of the following method:
   bpf24_c for 24-32bit surface with or without alpha transparency channel or 
   bpf32_c compatible with 32-bit image format containing alpha transparency (per-pixel alpha) 
   These two methods have a threshold argument that can be adjust in order to filter bright 
   pixels and control the overall image luminence. 
   
2) The bpf image is then downscale into sub-surface x2, x4, x8, x16 using 
   pygame transform.scale method. No need to use smoothscale (bilinear filtering method).
  
3) A Gaussian blur 5x5 filter is apply on each of the downsized bpf images (the variable smmooth 
   define the number of passes). 
  
4) The blurred sub-surface images are up-scale using a bilinear filtering method (pygame 
   smoothscale method. Note : Using an un-filtered rescaling method will pixelate the final
   output image. 
  
5) To create the final bloom effect, all the sub-surfaces are blit to the original surface 
   with the special flag BLEND_RGB_ADD (additive blend mode effect).
```

![alt text](https://raw.githubusercontent.com/yoyoberenguer/BloomEffect/version-1.0.1/BLOOM.png)

## Blur method details
* The mask is set be default to None (this feature is not available yet) for 
  the blur algorithms
```cython
blur5x5_array24(rgb_array_,  mask=None)
blur5x5_array32(rgba_array_, mask=None)

blur5x5_array24_inplace(rgb_array_,  mask=None)
blur5x5_array32_inplace(rgba_array_, mask=None)
```

## Bloom method details
* The mask argument is working for bloom_effect24, bloom_effect32
```cython
bloom_effect24(surface_, threshold_, smooth_ = 1, mask_ = None, fast_ = False)
bloom_effect32(surface_, threshold_, smooth_ = 1, mask_ = None, fast_ = False)

bloom_effect24_inplace(surface_, threshold_, fast_ = False)
bloom_effect32_inplace(surface_, threshold_, fast_ = False)
```

## Quick example

```python
import pygame
from BloomEffect.bloom import *
import time

width, height = 512 + 128, 128
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Bloom effect")

image = pygame.image.load('BloomEffect/Assets/Aliens.jpg').convert()
image = pygame.transform.smoothscale(image, (128, 128))

bloom_image_128 = bloom_effect24(image, 128)
bloom_image_100 = bloom_effect24(image, 100)
bloom_image_80 = bloom_effect24(image, 80)
bloom_image_20 = bloom_effect24(image, 20)

timer = time.time()
while 1:
  pygame.event.pump()

  screen.blit(image, (0, 0))
  screen.blit(bloom_image_128, (128, 0))
  screen.blit(bloom_image_100, (256, 0))
  screen.blit(bloom_image_80, (384, 0))
  screen.blit(bloom_image_20, (512, 0))
  if time.time() - timer > 5:
    break

  pygame.display.flip()

```


#### - Smooth factor

The ```smooth``` option allows to create realistic bloom effect by smoothing the sub-surface 
with a define number of blur passes. 
With multiple blur passes, the light source will spread evenly accross the image without 
altering the image quality. 

* Left image with smooth = 1 and right with smooth 5, 8, 10

The smooth effect (right image) produce a less intense bloom effect on the planet surface 
and on the first moon (light refraction). With blur>1 the image looks more sharp and the 
light source appear to be more evenly spread 

![alt text](https://raw.githubusercontent.com/yoyoberenguer/BloomEffect/version-1.0.1/Assets/bloom_smooth_values.png)


#### - Fast flag

The ```fast``` flag will boost the overall performance of the bloom algorithm. 
When fast is True, only the smallest sub-surface (x16) is used for the bloom 
effect providing a good compromise between speed and effect quality. 

#### - Still not fast enough ?

If you are still looking for better performance, you can also downscale the 
image time 2 and rescale it to its original size after processing. 
However this technique has a limit, as downscaling / upscaling the image will 
alter the image quality and provide a lower resolution to a texure/image, e.g
Jagged lines or pixalated aspect when the downsacle factor is too high). To minimize
the image quality degradation, use pygame smoothscale (bilineare filtering) instead 
of the method scale

## Building cython code

#### When do you need to compile the cython code ? 
```
Each time you are modifying any of the following files 
bloom.pyx, bloom.pxd, __init__.pxd or any external C code if applicable

1) open a terminal window
2) Go in the main project directory where (bloom.pyx & 
   bloom.pxd files are located)
3) run : python setup_bloom.py build_ext --inplace --force

If you have to compile the code with a specific python 
version, make sure to reference the right python version 
in (python38 setup_bloom.py build_ext --inplace)

If the compilation fail, refers to the requirement section and 
make sure cython and a C-compiler are correctly install on your
 system.
- A compiler such visual studio, MSVC, CGYWIN setup correctly on 
  your system.
  - a C compiler for windows (Visual Studio, MinGW etc) install 
  on your system and linked to your windows environment.
  Note that some adjustment might be needed once a compiler is 
  install on your system, refer to external documentation or 
  tutorial in order to setup this process.e.g https://devblogs.
  microsoft.com/python/unable-to-find-vcvarsall-bat/
```
## OPENMP 
In the main project directory, locate the file ```setup_bloom.py```.
The compilation flag /openmp is used by default.
To override the OPENMP feature and disable the multi-processing remove the flag ```/openmp```

####
```setup_bloom.py```
```python

ext_modules=cythonize([
        Extension("bloom", ["BloomEffect/bloom.pyx"],
                  extra_compile_args=["/openmp", "/Qpar", "/fp:fast", "/O2", "/Oy", "/Ot"], language="c")]),
```
Save the change and build the cython code with the following instruction:

```python setup_bloom.py build_ext --inplace --force```

If the project build successfully, the compilation will end up with the following lines
```
Generating code
Finished generating code
```
If you have any compilation error refer to the section ```Building cython code``` and make sure your system has the following program & libraries installed. Check also that the code is not running in a different thread.  
- Pygame version >3
- numpy >= 1.18
- cython >=0.29.21 (C extension for python) 
- A C compiler for windows (Visual Studio, MinGW etc)

## Credit
Yoann Berenguer 

## Dependencies :
```
numpy >= 1.18
pygame >=2.0.0
cython >=0.29.21
```

## License :

MIT License

Copyright (c) 2019 Yoann Berenguer

Permission is hereby granted, free of charge, to any person 
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without 
restriction, including without limitation the rights to use, 
copy, modify, merge, publish, distribute, sublicense, and/or 
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following 
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES 
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT 
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, 
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.


## Testing: 
```python
>>> import BloomEffect
>>> from BloomEffect import *
>>> run_testsuite()
```

## Timing :
In the directory tests under the main project path

C:...tests\python profiling.py
```
TESTING WITH IMAGE 1280x1024

Performance testing blur5x5_array24                 per call 0.01726947 overall time 0.17269 for 10
Performance testing blur5x5_array32                 per call 0.01853967 overall time 0.1854 for 10
Performance testing blur5x5_array32_inplace         per call 0.01757621 overall time 0.17576 for 10
Performance testing blur5x5_array24_inplace         per call 0.01774338 overall time 0.17743 for 10
Performance testing bloom_effect_array24            per call 0.01998457 overall time 0.19985 for 10
Performance testing bloom_effect_array32            per call 0.06955424 overall time 0.69554 for 10
Performance testing bloom_effect_array24_inplace    per call 0.01692769 overall time 0.16928 for 10
Performance testing bloom_effect_array32_inplace    per call 0.01692682 overall time 0.16927 for 10

Performance testing test_bpf24_c                    per call 0.00290582 overall time 0.02906 for 10
Performance testing test_bpf32_c                    per call 0.00561693 overall time 0.05617 for 10
Performance testing test_bpf24_inplace              per call 0.00192679 overall time 0.01927 for 10
Performance testing test_bpf32_inplace              per call 0.00187691 overall time 0.01877 for 10
Performance testing build_mask_from_surface         per call 0.00380404 overall time 0.03804 for 10
Performance testing filtering24                     per call 0.00337253 overall time 0.03373 for 10
Performance testing filtering32                     per call 0.00324777 overall time 0.03248 for 10
Performance testing test_array32_rescale            per call 0.00543668 overall time 0.05437 for 10
```

### Links 
```
Links
https://learnopengl.com/Advanced-Lighting/Bloom
https://kalogirou.net/2006/05/20/how-to-do-good-bloom-for-hdr-rendering/
https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/
```


