annotate pytouhou/ui/opengl/gamerenderer.pyx @ 681:1209e7f855a4

ecl_vm: added sibling function and a warning.
author Gauvain "GovanifY" Roussel-Tarbouriech <gauvain@govanify.com>
date Mon, 12 Aug 2019 21:10:38 +0200
parents a6af3ff86612
children
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15 from libc.stdlib cimport malloc, free
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16 from itertools import chain
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17
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18 from pytouhou.lib.opengl cimport \
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19 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable,
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20 glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW,
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END,
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22 GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat, glViewport, glScissor,
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23 GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT, glPushDebugGroup,
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24 GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, glBindTexture,
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25 glGetTexImage, GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE)
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27 from pytouhou.utils.matrix cimport mul, new_identity
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28 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d
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1c891c71cf22 Cythonize pytouhou.game.text.
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29 from pytouhou.game.text cimport NativeText, GlyphCollection
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30 from pytouhou.ui.window cimport Window
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31 from .shaders.eosd import GameShader, BackgroundShader
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32 from .renderer cimport Texture
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33 from .backend cimport is_legacy, use_debug_group, use_pack_invert, use_scaled_rendering
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34
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35 from collections import namedtuple
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36 Rect = namedtuple('Rect', 'x y w h')
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37 Color = namedtuple('Color', 'r g b a')
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40 cdef class GameRenderer(Renderer):
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41 def __init__(self, resource_loader, Window window):
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42 Renderer.__init__(self, resource_loader)
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43
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44 if not is_legacy:
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45 self.game_shader = GameShader()
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46 self.background_shader = BackgroundShader()
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47 self.interface_shader = self.game_shader
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49 if use_scaled_rendering:
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50 self.framebuffer = Framebuffer(0, 0, window.width, window.height)
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53 def __dealloc__(self):
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54 if self.game_mvp != NULL:
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55 free(self.game_mvp)
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56 if self.interface_mvp != NULL:
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57 free(self.interface_mvp)
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58 if self.proj != NULL:
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59 free(self.proj)
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60
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62 property size:
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63 # We never need to get back the computed size, so size is write-only.
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64 def __set__(self, tuple size):
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65 self.x, self.y, self.width, self.height = size
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66
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67
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68 def load_textures(self, dict anms):
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69 self.texture_manager.load(anms)
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70
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71
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72 def load_background(self, background):
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73 self.background = background
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74 if background is not None:
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75 self.background_renderer = BackgroundRenderer()
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76 self.background_renderer.load(background, self.textures)
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77 else:
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78 self.background_renderer = None
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79
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81 def start(self, common):
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82 self.proj = perspective(30, float(common.width) / float(common.height),
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83 101010101./2010101., 101010101./10101.)
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84 self.game_mvp = setup_camera(0, 0, 1)
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85 mul(self.game_mvp, self.proj)
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86 self.interface_mvp = ortho_2d(0., float(common.interface.width),
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87 float(common.interface.height), 0.)
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88
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89
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90 def render(self, Game game):
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91 if use_scaled_rendering:
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92 self.framebuffer.bind()
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93
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94 self.render_game(game)
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95 self.render_text(game.texts)
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96 self.render_interface(game.interface, game.boss)
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97
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98 if use_scaled_rendering:
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99 self.framebuffer.render(self.x, self.y, self.width, self.height)
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100
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101
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102 def capture(self, filename, int width, int height):
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103 capture_memory = <char*>malloc(width * height * 3)
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104
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105 glBindTexture(GL_TEXTURE_2D, self.framebuffer.texture)
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106 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, capture_memory)
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107 glBindTexture(GL_TEXTURE_2D, 0)
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108
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109 # TODO: output to PNG instead.
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110
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111 # PPM output, bottom to top.
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112 with open(filename, 'wb') as ppm:
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113 ppm.write(('P6\n%d %d\n 255\n' % (width, height)).encode())
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114 if use_pack_invert:
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115 ppm.write(capture_memory[:width * height * 3])
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116 else:
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117 for i in range(width * (height - 1), -1, -width):
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118 ppm.write(capture_memory[i * 3:(i + width) * 3])
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
119
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
120 # Cleanup.
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
121 free(capture_memory)
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
122
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
123
617
a6af3ff86612 Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 610
diff changeset
124 cdef bint render_game(self, Game game) except True:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
125 cdef long game_x, game_y
540
53fa73932e9a Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 523
diff changeset
126 cdef float x, y, z, dx, dy, dz
53fa73932e9a Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 523
diff changeset
127 cdef float fog_data[4]
53fa73932e9a Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 523
diff changeset
128 cdef float fog_start, fog_end
458
1b56d62250ab Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 435
diff changeset
129 cdef unsigned char fog_r, fog_g, fog_b
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
130 cdef Matrix *mvp
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
131
582
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
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parents: 579
diff changeset
132 if use_debug_group:
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
133 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Game rendering")
579
b8df946d394d Add grouping for OpenGL calls, making traces much more readable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 569
diff changeset
134
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
135 game_x, game_y = game.interface.game_pos
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
136 glViewport(game_x, game_y, game.width, game.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
137 glClear(GL_DEPTH_BUFFER_BIT)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
138 glScissor(game_x, game_y, game.width, game.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
139 glEnable(GL_SCISSOR_TEST)
108
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parents:
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140
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 553
diff changeset
141 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
142 glMatrixMode(GL_PROJECTION)
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
143 glLoadIdentity()
217
577f45454402 Change background during spellcards.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 205
diff changeset
144
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
145 if self.background_renderer is None:
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
146 glClear(GL_COLOR_BUFFER_BIT)
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
147 elif game is not None and game.spellcard_effect is not None:
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 553
diff changeset
148 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
149 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
150 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
151 glDisable(GL_FOG)
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parents: 345
diff changeset
152 else:
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
153 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
154 self.game_shader.uniform_matrix('mvp', self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
155
306
52d791bb7c32 Rename a few attributes/methods to make a little more sense.
Thibaut Girka <thib@sitedethib.com>
parents: 304
diff changeset
156 self.render_elements([game.spellcard_effect])
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
157 else:
519
b18f0bd30ad0 Optimise background rendering.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 517
diff changeset
158 back = self.background
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
159 x, y, z = back.position_interpolator.values
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
160 dx, dy, dz = back.position2_interpolator.values
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
161 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
162
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
163 # Those two lines may come from the difference between Direct3D and
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
164 # OpenGL’s distance handling. The first one seem to calculate fog
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
165 # from the eye, while the second does that starting from the near
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
166 # plane.
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
167 #TODO: investigate, and use a variable to keep the near plane
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
168 # distance at a single place.
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
169 fog_start -= 101010101./2010101.
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
170 fog_end -= 101010101./2010101.
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
171
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
172 mvp = new_identity()
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
173 mvp_data = <GLfloat*>mvp
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
174 mvp_data[12] = -x
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
175 mvp_data[13] = -y
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
176 mvp_data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 406
diff changeset
177 view = setup_camera(dx, dy, dz)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
178 mul(mvp, view)
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
179 free(view)
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
180 mul(mvp, self.proj)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
181
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 553
diff changeset
182 if is_legacy:
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
183 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
184 glLoadMatrixf(mvp_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
185
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
186 glEnable(GL_FOG)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
187 glFogi(GL_FOG_MODE, GL_LINEAR)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
188 glFogf(GL_FOG_START, fog_start)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
189 glFogf(GL_FOG_END, fog_end)
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
190
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
191 fog_data[0] = fog_r / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
192 fog_data[1] = fog_g / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
193 fog_data[2] = fog_b / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
194 fog_data[3] = 1.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
195 glFogfv(GL_FOG_COLOR, fog_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
196 else:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
197 self.background_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
198 self.background_shader.uniform_matrix('mvp', mvp)
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
199
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
200 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
201 self.background_shader.uniform_1('fog_end', fog_end)
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
202 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
203
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
204 free(mvp)
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
205 self.background_renderer.render_background()
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
206
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
207 if game is not None:
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 553
diff changeset
208 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
209 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
210 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
211 glDisable(GL_FOG)
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
212 else:
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
213 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
214 self.game_shader.uniform_matrix('mvp', self.game_mvp)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
215
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
216 self.render_elements([enemy for enemy in game.enemies if enemy.visible])
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 164
diff changeset
217 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
218 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
219 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
220 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
221 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
222 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
223 game.cancelled_bullets, game.items,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
224 game.labels))
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
225
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 464
diff changeset
226 if game.msg_runner is not None:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
227 rect = Rect(48, 368, 288, 48)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
228 color1 = Color(0, 0, 0, 192)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
229 color2 = Color(0, 0, 0, 128)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
230 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
231
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
232 glDisable(GL_SCISSOR_TEST)
582
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
233
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
234 if use_debug_group:
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
235 glPopDebugGroup()
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
236
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
237
617
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238 cdef bint render_text(self, dict texts) except True:
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239 cdef NativeText label
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240
459
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241 if self.font_manager is None:
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242 return False
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243
517
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244 self.font_manager.load(texts)
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245
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246 black = Color(0, 0, 0, 255)
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247
590
e15672733c93 Switch to Python 3.x instead of 2.7.
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248 for label in texts.values():
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249 texture = (<Texture>label.texture).texture
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250 rect = Rect(label.x, label.y, label.width, label.height)
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251 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
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252
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253 if label.shadow:
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254 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
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255 shadow = [black._replace(a=label.alpha)] * 4
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256 self.render_quads([shadow_rect, rect], [shadow, gradient], texture)
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257 else:
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258 self.render_quads([rect], [gradient], texture)
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259
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260
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261 cdef bint render_interface(self, interface, game_boss) except True:
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262 cdef GlyphCollection label
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263
459
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264 elements = []
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265
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266 if use_debug_group:
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267 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Interface rendering")
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268
560
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269 if is_legacy:
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270 glMatrixMode(GL_MODELVIEW)
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271 glLoadMatrixf(<GLfloat*>self.interface_mvp)
459
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272 glDisable(GL_FOG)
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273 else:
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274 self.interface_shader.bind()
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275 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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276 glViewport(0, 0, interface.width, interface.height)
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277
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278 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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279 labels = interface.labels.values()
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280
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281 if items:
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282 # Redraw all the interface
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283 elements.extend(items)
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284 else:
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285 # Redraw only changed labels
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286 labels = [label for label in labels if label.changed]
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287
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288 elements.extend(interface.level_start)
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289
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290 if game_boss is not None:
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291 elements.extend(interface.boss_items)
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292
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293 elements.extend(labels)
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294 self.render_elements(elements)
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295 for label in labels:
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296 label.changed = False
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297
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298 if use_debug_group:
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299 glPopDebugGroup()