Beispiel #1
0
 def __del__(self):
     try:
         GL.glDeleteBuffers(2, self.vertex_buffer)
         GL.glDeleteVertexArrays(1, self.vertex_array)
         GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
     except:
         #TODO: Make sure GL objects are deleted in the correct context
         pass
Beispiel #2
0
    def view_draw(self, context, depsgraph):
        profiler = cProfile.Profile()
        global PROFILE
        if PROFILE:
            profiler.enable()
            if self.request_new_frame:
                self.profiling_data = io.StringIO()

        # Get viewport resolution
        resolution = context.region.width, context.region.height

        def bind_display_shader():
            self.bind_display_space_shader(depsgraph.scene_eval)

        if self.display_draw is None or self.display_draw.resolution != resolution:
            self.display_draw = DisplayDraw(bind_display_shader, resolution)

        #Save FBO for later use
        fbo = GL.gl_buffer(GL.GL_INT, 1)
        GL.glGetIntegerv(GL.GL_FRAMEBUFFER_BINDING, fbo)

        # Generating a VAO before loading/rendering fixes an error where the viewport
        # freezes in edit mode. Why ??? I have no idea. ¯\_(ツ)_/¯
        # TODO: try to load meshes the normal way, without lazy VAO generation.
        # (Would need a Pipeline refactor)
        VAO = GL.gl_buffer(GL.GL_INT, 1)
        GL.glGenVertexArrays(1, VAO)

        #render
        scene = self.load_scene(context, depsgraph)
        render_texture = self.get_pipeline().render(
            resolution, scene, False, self.request_new_frame)['COLOR']
        self.request_new_frame = False
        if MaltMaterial.INITIALIZED == False:  #First viewport render can happen before initialization
            self.request_new_frame = True

        #Render to viewport
        self.display_draw.draw(bind_display_shader, fbo, render_texture)

        if self.get_pipeline().needs_more_samples():
            self.tag_redraw()

        GL.glDeleteVertexArrays(1, VAO)

        if PROFILE:
            profiler.disable()
            stats = pstats.Stats(profiler, stream=self.profiling_data)
            stats.strip_dirs()
            stats.sort_stats(pstats.SortKey.CUMULATIVE)
            stats.print_stats()

            if self.get_pipeline().needs_more_samples() == False:
                PROFILE = False
                with open(REPORT_PATH, 'w') as file:
                    file.write(self.profiling_data.getvalue())
Beispiel #3
0
    def view_draw(self, context, depsgraph):
        # Get viewport resolution
        resolution = context.region.width, context.region.height

        def bind_display_shader():
            self.bind_display_space_shader(depsgraph.scene_eval)

        if self.display_draw is None or self.display_draw.resolution != resolution:
            self.display_draw = DisplayDraw(bind_display_shader, resolution)

        #Save FBO for later use
        fbo = GL.gl_buffer(GL.GL_INT, 1)
        GL.glGetIntegerv(GL.GL_FRAMEBUFFER_BINDING, fbo)

        # Generating a VAO before loading/rendering fixes an error where the viewport
        # freezes in edit mode. Why ??? I have no idea. ¯\_(ツ)_/¯
        # TODO: try to load meshes the normal way, without lazy VAO generation.
        # (Would need a Pipeline refactor)
        VAO = GL.gl_buffer(GL.GL_INT, 1)
        GL.glGenVertexArrays(1, VAO)

        #render
        scene = self.load_scene(context, depsgraph)
        render_texture = self.get_pipeline().render(
            resolution, scene, False, self.request_new_frame)['COLOR']
        self.request_new_frame = False
        if MaltMaterial.INITIALIZED == False:  #First viewport render can happen before initialization
            self.request_new_frame = True

        #Render to viewport
        self.display_draw.draw(bind_display_shader, fbo, render_texture)

        if self.get_pipeline().needs_more_samples():
            self.tag_redraw()

        GL.glDeleteVertexArrays(1, VAO)