team-3/src/c3nav/mapdata/render/engines/opengl.py

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import io
import threading
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from collections import namedtuple
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from itertools import chain
from queue import Queue
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from typing import Optional
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import moderngl
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import numpy as np
from PIL import Image
from shapely.geometry import CAP_STYLE, JOIN_STYLE, Polygon
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from shapely.ops import unary_union
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from c3nav.mapdata.render.engines.base import FillAttribs, StrokeAttribs
from c3nav.mapdata.render.engines.base3d import Base3DEngine
from c3nav.mapdata.render.geometry import HybridGeometry
from c3nav.mapdata.utils.mesh import triangulate_polygon
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class RenderContext(namedtuple('RenderContext', ('width', 'height', 'ctx', 'prog', 'fbo'))):
"""
A OpenGL Render Context with program and framebuffer. Can only be used by thread that created it.
"""
__slots__ = ()
@classmethod
def create(cls, width, height):
ctx = moderngl.create_standalone_context()
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color_rbo = ctx.renderbuffer((width, height), samples=ctx.max_samples)
fbo = ctx.framebuffer([color_rbo])
fbo.use()
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prog = ctx.program(
vertex_shader='''
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#version 330
in vec3 in_vert;
in vec4 in_color;
out vec4 v_color;
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uniform mat4 mvp;
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void main() {
gl_Position = mvp * vec4(in_vert, 1.0);
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v_color = in_color;
}
''',
fragment_shader='''
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#version 330
in vec4 v_color;
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out vec4 f_color;
void main() {
f_color = v_color;
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}
'''
)
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ctx.enable(moderngl.BLEND)
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return cls(width, height, ctx, prog, fbo)
class RenderTask:
"""
Async Render Task
"""
__slots__ = ('width', 'height', 'mvp', 'background_rgb', 'vertices', 'event', 'result')
def __init__(self, width, height, mvp, background_rgb, vertices):
self.width = width
self.height = height
self.mvp = mvp
self.background_rgb = background_rgb
self.vertices = vertices
self.event = threading.Event()
self.result = None
def get_result(self) -> bytes:
"""
Wait the task to complete and return the result.
"""
self.event.wait()
return self.result
def set_result(self, result: bytes):
"""
Set the task result and mark it as completed.
"""
self.result = result
self.event.set()
class OpenGLWorker(threading.Thread):
"""
OpenGL Worker Thread
This is needed to reuse OpenGL resources, because they have to be always accessed from the same thread.
"""
def __init__(self):
threading.Thread.__init__(self, daemon=True)
self._queue = Queue()
self.ctx = None
def _get_ctx(self, width, height):
ctx = self.ctx
if ctx is None or ctx.width != width or ctx.height != height:
ctx = RenderContext.create(width, height)
self.ctx = ctx
return ctx
def run(self):
while True:
task = self._queue.get()
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ctx = self._get_ctx(task.width, task.height)
ctx.ctx.clear(*task.background_rgb)
ctx.prog['mvp'].value = task.mvp
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if task.vertices:
vbo = ctx.ctx.buffer(task.vertices)
# noinspection PyTypeChecker
vao = ctx.ctx.simple_vertex_array(ctx.prog, vbo, 'in_vert', 'in_color')
vao.render()
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color_rbo2 = ctx.ctx.renderbuffer((task.width, task.height))
fbo2 = ctx.ctx.framebuffer([color_rbo2])
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ctx.ctx.copy_framebuffer(fbo2, ctx.fbo)
img = Image.frombytes('RGB', (task.width, task.height), fbo2.read(components=3))
f = io.BytesIO()
img.save(f, 'PNG')
f.seek(0)
task.set_result(f.read())
def render(self, width: int, height: int, mvp: tuple, background_rgb: tuple, vertices: bytes):
"""
Render image and return it as PNG bytes
"""
task = RenderTask(width, height, mvp, background_rgb, vertices)
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self._queue.put(task, timeout=3)
return task.get_result()
class OpenGLEngine(Base3DEngine):
filetype = 'png'
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
scale_x = self.scale / self.width * 2
scale_y = self.scale / self.height * 2
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scale_z = 0.05
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self.gl_scale = (scale_x, -scale_y, scale_z)
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self.gl_offset = (-self.minx * scale_x - 1, self.maxy * scale_y - 1, -self.base_z * scale_z)
self.gl_mvp = (
scale_x, 0, 0, 0,
0, -scale_y, 0, 0,
0, 0, scale_z, 0,
-self.minx * scale_x - 1, self.maxy * scale_y - 1, -self.base_z * scale_z, 1,
)
self.vertices = []
def _add_geometry(self, geometry, fill: Optional[FillAttribs], stroke: Optional[StrokeAttribs], **kwargs):
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if fill is not None:
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self.vertices.append(self._place_geometry(geometry, self.color_to_rgb(fill.color), offset=False))
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if stroke is not None:
width = max(stroke.width, (stroke.min_px or 0) / self.scale) / 2
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# if width would be <1px, emulate it through opacity on a 1px width
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one_pixel = 1 / self.scale / 2
if width < one_pixel:
alpha = width/one_pixel
width = one_pixel
else:
alpha = 1
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self.vertices.append(self._create_border(geometry, width, self.color_to_rgb(stroke.color, alpha=alpha)))
def _create_border(self, geometry: HybridGeometry, width, append=None):
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altitude = (np.vstack(chain(*(mesh.tolist() for mesh in geometry.faces)))[:, :, 2].max()+1)/1000
geometry = self.buffered_bbox.intersection(geometry.geom)
lines = tuple(chain(*(
((geom.exterior, *geom.interiors) if isinstance(geom, Polygon) else (geom,))
for geom in getattr(geometry, 'geoms', (geometry,))
)))
if not lines:
return np.empty((0, 3, 3+len(append)))
lines = unary_union(lines).buffer(width, cap_style=CAP_STYLE.flat, join_style=JOIN_STYLE.mitre)
vertices, faces = triangulate_polygon(lines)
triangles = np.dstack((vertices[faces], np.full((faces.size, 1), fill_value=altitude).reshape((-1, 3, 1))))
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return self._append_to_vertices(triangles.astype(np.float32), append)
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worker = OpenGLWorker()
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def render(self, filename=None) -> bytes:
return self.worker.render(self.width, self.height, self.gl_mvp, self.background_rgb,
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np.vstack(self.vertices).astype(np.float32).tobytes() if self.vertices else b'')
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OpenGLEngine.worker.start()