Python API: tweak RenderEngine example to be a bit more efficient.

Suggested by Germano Cavalcante.
This commit is contained in:
Brecht Van Lommel
2019-03-27 16:25:19 +01:00
parent 532536bf52
commit 99c98aa306

View File

@@ -142,9 +142,13 @@ class CustomDrawData:
# Generate vertex array
self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenVertexArrays(1, self.vertex_array)
bgl.glBindVertexArray(self.vertex_array[0])
self.texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
self.position_location = bgl.glGetAttribLocation(shader_program[0], "pos");
texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
position_location = bgl.glGetAttribLocation(shader_program[0], "pos");
bgl.glEnableVertexAttribArray(texturecoord_location);
bgl.glEnableVertexAttribArray(position_location);
# Generate geometry buffers for drawing textured quad
position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
@@ -153,12 +157,18 @@ class CustomDrawData:
texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)
self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)
bgl.glGenBuffers(2, self.vertex_buffer)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
bgl.glBindVertexArray(0)
def __del__(self):
bgl.glDeleteBuffers(2, self.vertex_buffer)
@@ -169,19 +179,8 @@ class CustomDrawData:
def draw(self):
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glBindVertexArray(self.vertex_array[0])
bgl.glEnableVertexAttribArray(self.texturecoord_location);
bgl.glEnableVertexAttribArray(self.position_location);
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
bgl.glVertexAttribPointer(self.position_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
bgl.glVertexAttribPointer(self.texturecoord_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
bgl.glBindVertexArray(0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)