add OpenGLWorker to make it possible to reuse OpenGL resources
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0713fe2e44
commit
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1 changed files with 106 additions and 27 deletions
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@ -1,7 +1,9 @@
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import io
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from collections import deque
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import threading
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from collections import deque, namedtuple
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from itertools import chain
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from typing import Optional, Union
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from queue import Queue
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from typing import Optional, Tuple, Union
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import ModernGL
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import numpy as np
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@ -13,21 +15,20 @@ from c3nav.mapdata.render.engines.base import FillAttribs, RenderEngine, StrokeA
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from c3nav.mapdata.utils.mesh import triangulate_polygon
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class OpenGLEngine(RenderEngine):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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class RenderContext(namedtuple('RenderContext', ('width', 'height', 'ctx', 'prog', 'fbo'))):
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"""
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A OpenGL Render Context with program and framebuffer. Can only be used by thread that created it.
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"""
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@classmethod
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def create(cls, width, height):
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ctx = ModernGL.create_standalone_context()
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self.vertices = []
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self.ctx = ModernGL.create_standalone_context()
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color_rbo = ctx.renderbuffer((width, height))
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fbo = ctx.framebuffer([color_rbo])
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fbo.use()
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self.color_rbo = self.ctx.renderbuffer((self.width, self.height))
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self.fbo = self.ctx.framebuffer([self.color_rbo])
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self.fbo.use()
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self.ctx.clear(*(i/255 for i in self.background_rgb))
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self.prog = self.ctx.program([
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self.ctx.vertex_shader('''
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prog = ctx.program([
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ctx.vertex_shader('''
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#version 330
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in vec2 in_vert;
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in vec4 in_color;
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@ -37,7 +38,7 @@ class OpenGLEngine(RenderEngine):
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v_color = in_color;
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}
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'''),
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self.ctx.fragment_shader('''
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ctx.fragment_shader('''
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#version 330
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in vec4 v_color;
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out vec4 f_color;
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@ -47,6 +48,90 @@ class OpenGLEngine(RenderEngine):
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'''),
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])
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return cls(width, height, ctx, prog, fbo)
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class RenderTask:
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"""
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Async Render Task
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"""
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__slots__ = ('width', 'height', 'background_rgb', 'vertices', 'event', 'result')
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def __init__(self, width, height, background_rgb, vertices):
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self.width = width
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self.height = height
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self.background_rgb = background_rgb
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self.vertices = vertices
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self.event = threading.Event()
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self.result = None
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def get_result(self) -> bytes:
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"""
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Wait the task to complete and return the result.
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"""
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self.event.wait()
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return self.result
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def set_result(self, result: bytes):
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"""
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Set the task result and mark it as completed.
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"""
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self.result = result
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self.event.set()
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class OpenGLWorker(threading.Thread):
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"""
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OpenGL Worker Thread
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This is needed to reuse OpenGL resources, because they have to be always accessed from the same thread.
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"""
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def __init__(self):
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threading.Thread.__init__(self, daemon=True)
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self._queue = Queue()
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self.ctx = None
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def _get_ctx(self, width, height):
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ctx = self.ctx
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if ctx is None or ctx.width != width or ctx.height != height:
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ctx = RenderContext.create(width, height)
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self.ctx = ctx
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return ctx
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def run(self):
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while True:
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task = self._queue.get()
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ctx = self._get_ctx(task.width, task.height)
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ctx.ctx.clear(*(i / 255 for i in task.background_rgb))
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if task.vertices:
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vbo = ctx.ctx.buffer(task.vertices)
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vao = ctx.ctx.simple_vertex_array(ctx.prog, vbo, ['in_vert', 'in_color'])
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vao.render()
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img = Image.frombytes('RGB', (ctx.width, ctx.height), ctx.fbo.read(components=3))
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f = io.BytesIO()
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img.save(f, 'PNG')
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f.seek(0)
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task.set_result(f.read())
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def render(self, width: int, height: int, background_rgb: Tuple[int, int, int], vertices: bytes) -> bytes:
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"""
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Render image and return it as PNG bytes
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"""
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task = RenderTask(width, height, background_rgb, vertices)
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self._queue.put(task)
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return task.get_result()
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class OpenGLEngine(RenderEngine):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.vertices = []
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scale_x = self.scale / self.width * 2
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scale_y = self.scale / self.height * 2
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@ -95,17 +180,11 @@ class OpenGLEngine(RenderEngine):
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self.color_to_rgb(stroke.color, alpha=alpha)
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))
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worker = OpenGLWorker()
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def get_png(self) -> bytes:
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if self.vertices:
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vbo = self.ctx.buffer(np.hstack(self.vertices).astype(np.float32).tobytes())
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return self.worker.render(self.width, self.height, self.background_rgb,
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np.hstack(self.vertices).astype(np.float32).tobytes())
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# We control the 'in_vert' and `in_color' variables
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vao = self.ctx.simple_vertex_array(self.prog, vbo, ['in_vert', 'in_color'])
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vao.render()
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img = Image.frombytes('RGB', (self.width, self.height), self.fbo.read(components=3))
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f = io.BytesIO()
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img.save(f, 'PNG')
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f.seek(0)
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return f.read()
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OpenGLEngine.worker.start()
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