Blender basically updates the screen according to the input, but there are times when you want the screen to be updated automatically without inputting anything. I think there is. In such a case, use the event timer.
It's hard to understand just by updating the screen, so I moved the image randomly.
gl_benchmark.py
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# Blender2.77a
import time
import random
import bpy
import bgl
import blf
image_file_path = "C:/Works/blender_rogo.png "
class GL_Texture():
def __init__(self, file_path):
self.image = None
self.width = 0
self.height = 0
self.load_image(file_path)
def load_image(self, file_path):
try:
self.image = bpy.data.images.load(file_path)
except Exception as e:
print(e)
if self.image:
self.width, self.height = self.image.size
self.image.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)
def remove(self):
if self.image:
try:
self.image.user_clear()
self.image.gl_free()
self.image.buffers_free()
bpy.data.images.remove(self.image)
except Exception as e:
print(e)
def bind(self):
if self.image.bindcode[0]:
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.image.bindcode[0])
else:
self.image.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)
print("reload gl texture")
class Sprite():
def __init__(self, x, y, move_x, move_y):
self.x = x
self.y = y
self.move_x = move_x
self.move_y = move_y
class GL_BenchMark():
def __init__(self):
self.texture = GL_Texture(image_file_path)
self.fps = 0
self.fps_count = 0
self.fps_time = time.time()
self.fps_one_second = self.fps_time
self.view3d_width = 100.0
self.view3d_height = 100.0
self.sprite_list = []
self.sprite_add(100)
def draw(self, context):
for region in context.area.regions:
if region.type == "WINDOW":
self.view3d_width = region.width
self.view3d_height = region.height
# calc
self.fps_time = time.time()
self.fps_count += 1
if (self.fps_time-self.fps_one_second) >= 1.0:
self.fps = self.fps_count
self.fps_count = 0
self.fps_one_second = self.fps_time
for sp in self.sprite_list:
sp.x += sp.move_x
if sp.x < 0.0 or self.view3d_width < sp.x:
sp.move_x *= -1
sp.x += sp.move_x
sp.y += sp.move_y
if sp.y < 0.0 or self.view3d_height < sp.y:
sp.move_y *= -1
sp.y += sp.move_y
# draw
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_TEXTURE_2D)
self.texture.bind()
for sp in self.sprite_list:
w = self.texture.width
h = self.texture.height
bgl.glBegin(bgl.GL_QUADS)
bgl.glTexCoord2f(0.0, 0.0)
bgl.glVertex2f(sp.x, sp.y)
bgl.glTexCoord2f(1.0, 0.0)
bgl.glVertex2f(sp.x+w, sp.y)
bgl.glTexCoord2f(1.0, 1.0)
bgl.glVertex2f(sp.x+w, sp.y+h)
bgl.glTexCoord2f(0.0, 1.0)
bgl.glVertex2f(sp.x, sp.y+h)
bgl.glEnd()
bgl.glDisable(bgl.GL_TEXTURE_2D)
bgl.glDisable(bgl.GL_BLEND)
# text draw
font_id = 0
blf.enable(font_id, blf.SHADOW)
blf.shadow(font_id, 5, 0.0, 0.0, 0.0, 1.0)
blf.position(font_id, 5, 5, 0)
blf.size(font_id, 25, 72)
blf.draw(font_id, "FPS:{}".format(self.fps))
blf.position(font_id, 5, 30, 0)
blf.size(font_id, 25, 72)
blf.draw(font_id, "count:{}".format(len(self.sprite_list)))
blf.disable(font_id, blf.SHADOW)
def remove(self):
self.texture.remove()
def sprite_add(self, count):
for i in range(count):
x = random.uniform(1.0, self.view3d_width-1.0)
y = random.uniform(1.0, self.view3d_height-1.0)
vx = random.uniform(-2.0, 2.0)
vy = random.uniform(-2.0, 2.0)
self.sprite_list.append(Sprite(x, y, vx, vy))
def sprite_remove(self, count):
if len(self.sprite_list) > count:
for i in range(count):
self.sprite_list.pop()
def event(self, context, event):
if event.type == 'UP_ARROW' and event.value == 'PRESS':
self.sprite_add(100)
return {'RUNNING_MODAL'}
if event.type == 'DOWN_ARROW' and event.value == 'PRESS':
self.sprite_remove(100)
return {'RUNNING_MODAL'}
return {'PASS_THROUGH'}
class GL_BenchMark_Operator(bpy.types.Operator):
bl_idname = "view3d.gl_bechmark_operator"
bl_label = "View3D OpenGL Bechmark"
_handle_draw = None
is_enabled = False
_timer = None
_gl_benchmark = None
@staticmethod
def draw_callback_px(self, context):
GL_BenchMark_Operator._gl_benchmark.draw(context)
@staticmethod
def handle_add(self, context):
GL_BenchMark_Operator._handle_draw = bpy.types.SpaceView3D.draw_handler_add(
self.draw_callback_px, (self, context), 'WINDOW', 'POST_PIXEL')
GL_BenchMark_Operator._timer = context.window_manager.event_timer_add(
1.0/60.0, context.window)
@staticmethod
def handle_remove(context):
if GL_BenchMark_Operator._handle_draw is not None:
context.window_manager.event_timer_remove(GL_BenchMark_Operator._timer)
bpy.types.SpaceView3D.draw_handler_remove(GL_BenchMark_Operator._handle_draw, 'WINDOW')
GL_BenchMark_Operator._timer = None
GL_BenchMark_Operator._handle_draw = None
GL_BenchMark_Operator.is_enabled = False
@classmethod
def poll(cls, context):
return context.area.type == 'VIEW_3D'
def modal(self, context, event):
if context.area:
context.area.tag_redraw()
if GL_BenchMark_Operator.is_enabled == False:
return {'CANCELLED'}
if event.type == 'TIMER':
return {'PASS_THROUGH'}
return GL_BenchMark_Operator._gl_benchmark.event(context, event)
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
if GL_BenchMark_Operator.is_enabled:
self.cancel(context)
return {'FINISHED'}
else:
GL_BenchMark_Operator._gl_benchmark = GL_BenchMark()
GL_BenchMark_Operator.handle_add(self, context)
GL_BenchMark_Operator.is_enabled = True
context.area.tag_redraw()
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def cancel(self, context):
GL_BenchMark_Operator.handle_remove(context)
if GL_BenchMark_Operator._gl_benchmark is not None:
GL_BenchMark_Operator._gl_benchmark.remove()
GL_BenchMark_Operator._gl_benchmark = None
class GL_Benchmark_panel(bpy.types.Panel):
bl_label = "GL Benchmark"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
def draw(self, context):
layout = self.layout
if GL_BenchMark_Operator.is_enabled:
layout.operator("view3d.gl_bechmark_operator", "Stop", icon="PAUSE")
else:
layout.operator("view3d.gl_bechmark_operator", "Start", icon="PLAY")
def register():
bpy.utils.register_class(GL_BenchMark_Operator)
bpy.utils.register_class(GL_Benchmark_panel)
def unregister():
bpy.utils.unregister_class(GL_Benchmark_panel)
bpy.utils.unregister_class(GL_BenchMark_Operator)
if __name__ == "__main__":
register()
Copy and paste into Blender's text editor.
This time as well, the image file uses this. If you do not have a suitable image at hand, please use it.
For ʻimage_file_path` at the top, write the actual file path.
First, a button will appear in the 3D View property panel, so press it.
Then it becomes like this. The number of images that count is displaying. It also displays FPS.
You can increase or decrease the number of images displayed with the up and down keys on the keyboard. Please use it as a simple bench mark.
GL_BenchMark_Operator._timer = context.window_manager.event_timer_add(
1.0/60.0, context.window)
The event timer is set. Since it seems to be specified in seconds, set 1 second divided by 60. It seems that they will send events at this interval.
The rest is almost the same as the last time.
I tried to make it like a benchmark, but how about it? In my environment, I was able to stably output 60 FPS up to about 2600.
It might be a good idea to use this to create something like a game. By the way, sound related can be used from ʻaud`.
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