181 lines
5.9 KiB
Python
181 lines
5.9 KiB
Python
import io
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import threading
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from collections import namedtuple
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from itertools import chain
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from queue import Queue
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from typing import Optional, Tuple
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import ModernGL
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import numpy as np
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from PIL import Image
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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.data import HybridGeometry
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from c3nav.mapdata.render.engines.base import FillAttribs, StrokeAttribs
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from c3nav.mapdata.render.engines.base3d import Base3DEngine
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from c3nav.mapdata.utils.mesh import triangulate_polygon
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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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color_rbo = ctx.renderbuffer((width, height), samples=ctx.max_samples)
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fbo = ctx.framebuffer([color_rbo])
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fbo.use()
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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 vec3 in_vert;
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in vec4 in_color;
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out vec4 v_color;
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void main() {
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gl_Position = vec4(in_vert, 1.0);
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v_color = in_color;
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}
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'''),
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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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void main() {
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f_color = v_color;
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}
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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(*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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color_rbo2 = ctx.ctx.renderbuffer((task.width, task.height))
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fbo2 = ctx.ctx.framebuffer(color_rbo2)
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ctx.ctx.copy_framebuffer(fbo2, ctx.fbo)
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img = Image.frombytes('RGB', (task.width, task.height), fbo2.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(Base3DEngine):
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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)))
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if stroke is not None:
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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
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if width < one_pixel:
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alpha = width/one_pixel
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width = one_pixel
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else:
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alpha = 1
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self.vertices.append(self._create_border(geometry, width, self.color_to_rgb(stroke.color, alpha=alpha)))
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def _create_border(self, geometry: HybridGeometry, width, append=None):
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altitude = np.vstack(geometry.faces)[:, :, 2].max()+0.001
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geometry = self.buffered_bbox.intersection(geometry.geom)
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lines = tuple(chain(*(
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((geom.exterior, *geom.interiors) if isinstance(geom, Polygon) else (geom,))
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for geom in getattr(geometry, 'geoms', (geometry,))
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)))
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if not lines:
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return np.empty((0, ))
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lines = unary_union(lines).buffer(width, cap_style=CAP_STYLE.flat, join_style=JOIN_STYLE.mitre)
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vertices, faces = triangulate_polygon(lines)
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triangles = np.hstack((vertices[faces.flatten()], np.full((faces.size, 1), fill_value=altitude)))
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vertices = np.vstack(triangles).astype(np.float32) * self.np_scale + self.np_offset
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return self._append_to_vertices(vertices, append).flatten()
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worker = OpenGLWorker()
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def get_png(self) -> bytes:
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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() if self.vertices else b'')
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OpenGLEngine.worker.start()
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