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File: QtRenderer.py

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# Copyright (c) 2015 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.

from PyQt5.QtGui import QColor, QOpenGLBuffer, QOpenGLContext, QOpenGLFramebufferObject, QOpenGLFramebufferObjectFormat, QSurfaceFormat, QOpenGLVersionProfile, QImage, QOpenGLVertexArrayObject

from UM.Application import Application
from UM.View.Renderer import Renderer
from UM.Math.Vector import Vector
from UM.Math.Matrix import Matrix
from UM.Resources import Resources

from UM.View.CompositePass import CompositePass
from UM.View.DefaultPass import DefaultPass
from UM.View.SelectionPass import SelectionPass
from UM.View.GL.OpenGL import OpenGL
from UM.View.GL.OpenGLContext import OpenGLContext
from UM.View.RenderBatch import RenderBatch

from UM.Signal import Signal, signalemitter

from UM.Logger import Logger

import numpy


from typing import Optional, List

MYPY = False
if MYPY:
    from UM.Scene.Camera import Camera
    from UM.Scene.SceneNode import SceneNode
    from UM.View.RenderPass import RenderPass
    from UM.View.GL import ShaderProgram


vertexBufferProperty = "__qtgl2_vertex_buffer"
indexBufferProperty = "__qtgl2_index_buffer"


##  A Renderer implementation using PyQt's OpenGL implementation to render.
@signalemitter
class QtRenderer(Renderer):
    def __init__(self):
        super().__init__()

        self._controller = Application.getInstance().getController()
        self._scene = self._controller.getScene()

        self._vertex_buffer_cache = {}
        self._index_buffer_cache = {}

        self._initialized = False

        self._light_position = Vector(0, 0, 0)
        self._background_color = QColor(128, 128, 128)
        self._viewport_width = 0  # type: int
        self._viewport_height = 0  # type: int
        self._window_width = 0  # type: int
        self._window_height = 0  # type: int

        self._batches = []  # type: List[RenderBatch]

        self._quad_buffer = None  # type: Optional[QOpenGLBuffer]

        self._camera = None  # type: Optional[Camera]

    initialized = Signal()

    ##  Get an integer multiplier that can be used to correct for screen DPI.
    def getPixelMultiplier(self):
        # Standard assumption for screen pixel density is 96 DPI. We use that as baseline to get
        # a multiplication factor we can use for screens > 96 DPI.
        return round(Application.getInstance().primaryScreen().physicalDotsPerInch() / 96.0)

    ##  Get the list of render batches.
    def getBatches(self) -> List[RenderBatch]:
        return self._batches

    ##  Overridden from Renderer.
    #
    #   This makes sure the added render pass has the right size.
    def addRenderPass(self, render_pass: "RenderPass") -> None:
        super().addRenderPass(render_pass)
        render_pass.setSize(self._viewport_width, self._viewport_height)

    ##  Set background color used when rendering.
    def setBackgroundColor(self, color: QColor) -> None:
        self._background_color = color

    def getViewportWidth(self) -> int:
        return self._viewport_width

    def getViewportHeight(self) -> int:
        return self._viewport_height

    ##  Set the viewport size.
    #
    #   \param width The new width of the viewport.
    #   \param height The new height of the viewport.
    def setViewportSize(self, width: int, height: int) -> None:
        self._viewport_width = width
        self._viewport_height = height

        for render_pass in self._render_passes:
            render_pass.setSize(width, height)

    ##  Set the window size.
    def setWindowSize(self, width: int, height: int):
        self._window_width = width
        self._window_height = height

    ##  Get the window size.
    #
    #   \return A tuple of (window_width, window_height)
    def getWindowSize(self)-> (int, int):
        return self._window_width, self._window_height

    ##  Overrides Renderer::beginRendering()
    def beginRendering(self):
        if not self._initialized:
            self._initialize()

        self._gl.glViewport(0, 0, self._viewport_width, self._viewport_height)
        self._gl.glClearColor(self._background_color.redF(), self._background_color.greenF(), self._background_color.blueF(), self._background_color.alphaF())
        self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
        self._gl.glClearColor(0.0, 0.0, 0.0, 0.0)

    ##  Overrides Renderer::queueNode()
    def queueNode(self, node: "SceneNode", **kwargs) -> None:
        type = kwargs.pop("type", RenderBatch.RenderType.Solid)
        if kwargs.pop("transparent", False):
            type = RenderBatch.RenderType.Transparent
        elif kwargs.pop("overlay", False):
            type = RenderBatch.RenderType.Overlay

        shader = kwargs.pop("shader", self._default_material)
        batch = RenderBatch(shader, type = type, **kwargs)

        batch.addItem(node.getWorldTransformation(), kwargs.get("mesh", node.getMeshData()), kwargs.pop("uniforms", None))

        self._batches.append(batch)

    ##  Overrides Renderer::render()
    def render(self) -> None:
        self._batches.sort()

        for render_pass in self.getRenderPasses():
            width, height = render_pass.getSize()
            self._gl.glViewport(0, 0, width, height)
            render_pass.render()

    ##  Overrides Renderer::endRendering()
    def endRendering(self) -> None:
        self._batches.clear()

    ##  Render a full screen quad (rectangle).
    #
    #   The function is used to draw render results on.
    #   \param shader The shader to use when rendering.
    def renderFullScreenQuad(self, shader: "ShaderProgram") -> None:
        self._gl.glDisable(self._gl.GL_DEPTH_TEST)
        self._gl.glDisable(self._gl.GL_BLEND)

        shader.setUniformValue("u_modelViewProjectionMatrix", Matrix())

        if OpenGLContext.properties["supportsVertexArrayObjects"]:
            vao = QOpenGLVertexArrayObject()
            vao.create()
            vao.bind()

        self._quad_buffer.bind()

        shader.enableAttribute("a_vertex", "vector3f", 0)
        shader.enableAttribute("a_uvs", "vector2f", 72)

        self._gl.glDrawArrays(self._gl.GL_TRIANGLES, 0, 6)

        shader.disableAttribute("a_vertex")
        shader.disableAttribute("a_uvs")
        self._quad_buffer.release()

    def _initialize(self):
        supports_vao = OpenGLContext.supportsVertexArrayObjects()  # fill the OpenGLContext.properties
        Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao)

        OpenGL.setInstance(OpenGL())
        self._gl = OpenGL.getInstance().getBindingsObject()

        self._default_material = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))

        self._render_passes.add(DefaultPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(SelectionPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(CompositePass(self._viewport_width, self._viewport_height))

        buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        buffer.create()
        buffer.bind()
        buffer.allocate(120)
        data = numpy.array([
            -1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
            -1.0,  1.0, 0.0,
            -1.0, -1.0, 0.0,
             1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
             0.0,  0.0,
             1.0,  1.0,
             0.0,  1.0,
             0.0,  0.0,
             1.0,  0.0,
             1.0,  1.0
        ], dtype = numpy.float32).tostring()
        buffer.write(0, data, len(data))
        buffer.release()
        self._quad_buffer = buffer

        self._initialized = True
        self.initialized.emit()