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# Copyright (c) 2022 Ultimaker B.V.
# Uranium is released under the terms of the LGPLv3 or higher.
import numpy
from PyQt6.QtGui import QColor
from PyQt6.QtOpenGL import QOpenGLBuffer, QOpenGLVertexArrayObject
from typing import List, Tuple, Dict, Optional
import UM.Qt.QtApplication
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
MYPY = False
if MYPY:
from UM.Scene.SceneNode import SceneNode
from UM.View.RenderPass import RenderPass
from UM.View.GL.ShaderProgram import ShaderProgram
vertexBufferProperty = "__qtgl2_vertex_buffer"
indexBufferProperty = "__qtgl2_index_buffer"
@signalemitter
class QtRenderer(Renderer):
"""A Renderer implementation using PyQt's OpenGL implementation to render."""
def __init__(self) -> None:
super().__init__()
self._initialized = False # type: bool
self._light_position = Vector(0, 0, 0) # type: Vector
self._background_color = QColor(128, 128, 128) # type: QColor
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._named_batches = {} # type: Dict[str, RenderBatch]
self._quad_buffer = None # type: QOpenGLBuffer
initialized = Signal()
@staticmethod
def getPixelMultiplier() -> int:
"""Get an integer multiplier that can be used to correct for screen DPI."""
# 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(UM.Qt.QtApplication.QtApplication.getInstance().primaryScreen().physicalDotsPerInch() / 96.0)
def getBatches(self) -> List[RenderBatch]:
"""Get the list of render batches."""
return self._batches
def addRenderBatch(self, render_batch, name = ""):
self._batches.append(render_batch)
if name:
self._named_batches[name] = render_batch
def getNamedBatch(self, name):
return self._named_batches.get(name)
def addRenderPass(self, render_pass: "RenderPass") -> None:
"""Overridden from Renderer.
This makes sure the added render pass has the right size.
"""
super().addRenderPass(render_pass)
render_pass.setSize(self._viewport_width, self._viewport_height)
def setBackgroundColor(self, color: QColor) -> None:
"""Set background color used when rendering."""
self._background_color = color
def getViewportWidth(self) -> int:
return self._viewport_width
def getViewportHeight(self) -> int:
return self._viewport_height
def setViewportSize(self, width: int, height: int) -> None:
"""Set the viewport size.
:param width: The new width of the viewport.
:param height: The new height of the viewport.
"""
self._viewport_width = width
self._viewport_height = height
for render_pass in self._render_passes:
render_pass.setSize(width, height)
def setWindowSize(self, width: int, height: int) -> None:
"""Set the window size."""
self._window_width = width
self._window_height = height
def getWindowSize(self) -> Tuple[int, int]:
"""Get the window size.
:return: A tuple of (window_width, window_height)
"""
return self._window_width, self._window_height
def beginRendering(self) -> None:
"""Overrides Renderer::beginRendering()"""
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)
def queueNode(self, node: "SceneNode", **kwargs) -> None:
"""Overrides Renderer::queueNode()"""
batch = self.createRenderBatch(**kwargs)
batch.addItem(node.getWorldTransformation(copy = False), kwargs.get("mesh", node.getMeshData()), kwargs.pop("uniforms", None), normal_transformation=node.getCachedNormalMatrix())
self._batches.append(batch)
def createRenderBatch(self, **kwargs):
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)
return RenderBatch(shader, type=type, **kwargs)
def render(self) -> None:
"""Overrides Renderer::render()"""
self._batches.sort()
for render_pass in self.getRenderPasses():
width, height = render_pass.getSize()
self._gl.glViewport(0, 0, width, height)
render_pass.render()
def reRenderLast(self):
"""Sometimes not an *entire* new render is required (QML is updated, but the scene did not).
In that case we ask the composite pass (which must be the last render pass) to render (instead of re-rendering
all the passes & the views.
"""
self.beginRendering() # First ensure that the viewport is set correctly.
self.getRenderPasses()[-1].render()
def endRendering(self) -> None:
"""Overrides Renderer::endRendering()"""
self._batches.clear()
self._named_batches.clear()
def renderFullScreenQuad(self, shader: "ShaderProgram") -> None:
"""Render a full screen quad (rectangle).
The function is used to draw render results on.
:param shader: The shader to use when rendering.
"""
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) -> None:
supports_vao = OpenGLContext.supportsVertexArrayObjects() # fill the OpenGLContext.properties
Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao)
OpenGL()
self._gl = OpenGL.getInstance().getBindingsObject()
default_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader")) # type: Optional[ShaderProgram]
if default_shader is None:
return
self._default_material = default_shader
self.addRenderPass(DefaultPass(self._viewport_width, self._viewport_height))
self.addRenderPass(SelectionPass(self._viewport_width, self._viewport_height))
self.addRenderPass(CompositePass(self._viewport_width, self._viewport_height))
buffer = QOpenGLBuffer(QOpenGLBuffer.Type.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).tobytes()
buffer.write(0, data, len(data))
buffer.release()
self._quad_buffer = buffer
self._initialized = True
self.initialized.emit()
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