annotate pytouhou/ui/opengl/gamerenderer.pyx @ 607:9dbc234ea087

Actually compile under 3.x feature level.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 26 Nov 2014 13:37:07 +0100
parents 3c2f96f1d715
children 1b31169dc344
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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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fab7ad2f0d8b Use Cython, improve performances!
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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, PassthroughShader
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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
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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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6bd565019f9a Preload textures to avoid slowdowns during gameplay
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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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48 self.passthrough_shader = PassthroughShader()
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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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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 not is_legacy:
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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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98 if not is_legacy:
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99 if use_debug_group:
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100 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Scaled rendering")
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101
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102 self.passthrough_shader.bind()
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103 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp)
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104 self.framebuffer.render(self.x, self.y, self.width, self.height)
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105
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106 if use_debug_group:
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107 glPopDebugGroup()
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109
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110 def capture(self, filename, int width, int height):
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111 capture_memory = <char*>malloc(width * height * 3)
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112
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113 glBindTexture(GL_TEXTURE_2D, self.framebuffer.texture)
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114 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, capture_memory)
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115 glBindTexture(GL_TEXTURE_2D, 0)
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116
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117 # TODO: output to PNG instead.
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118
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119 # PPM output, bottom to top.
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
120 with open(filename, 'wb') as ppm:
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
121 ppm.write(('P6\n%d %d\n 255\n' % (width, height)).encode())
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
122 if use_pack_invert:
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
123 ppm.write(capture_memory[:width * height * 3])
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
124 else:
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
125 for i in range(width * (height - 1), -1, -width):
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
126 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
127
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
128 # Cleanup.
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
129 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
130
19d930f9e3f0 Add the screenshot feature, using P or Home like the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 590
diff changeset
131
606
3c2f96f1d715 Fix compilation under Cython 0.22, by making the pyx and the pxd declarations’ except clause similar.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 596
diff changeset
132 cdef void render_game(self, Game game) except *:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
133 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
134 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
135 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
136 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
137 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
138 cdef Matrix *mvp
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
139
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
140 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
141 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
142
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
143 game_x, game_y = game.interface.game_pos
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
144 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
145 glClear(GL_DEPTH_BUFFER_BIT)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
146 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
147 glEnable(GL_SCISSOR_TEST)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
148
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
149 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
150 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
151 glLoadIdentity()
217
577f45454402 Change background during spellcards.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 205
diff changeset
152
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
153 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
154 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
155 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
156 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
157 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
158 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
159 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
160 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
161 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
162 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
163
306
52d791bb7c32 Rename a few attributes/methods to make a little more sense.
Thibaut Girka <thib@sitedethib.com>
parents: 304
diff changeset
164 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
165 else:
519
b18f0bd30ad0 Optimise background rendering.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 517
diff changeset
166 back = self.background
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
167 x, y, z = back.position_interpolator.values
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
168 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
169 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
170
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
171 # 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
172 # 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
173 # 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
174 # 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
175 #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
176 # 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
177 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
178 fog_end -= 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
179
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
180 mvp = new_identity()
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
181 mvp_data = <GLfloat*>mvp
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
182 mvp_data[12] = -x
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
183 mvp_data[13] = -y
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
184 mvp_data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 406
diff changeset
185 view = setup_camera(dx, dy, dz)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
186 mul(mvp, view)
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
187 free(view)
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
188 mul(mvp, self.proj)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
189
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
190 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
191 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
192 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
193
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
194 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
195 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
196 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
197 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
198
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
199 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
200 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
201 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
202 fog_data[3] = 1.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
203 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
204 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
205 self.background_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
206 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
207
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
208 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
209 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
210 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!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
211
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
212 free(mvp)
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 422
diff changeset
213 self.background_renderer.render_background()
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
214
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
215 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
216 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
217 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
218 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
219 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
220 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
221 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
222 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
223
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
224 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
225 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
226 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
227 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
228 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
229 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
230 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
231 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
232 game.labels))
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
233
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 464
diff changeset
234 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
235 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
236 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
237 color2 = Color(0, 0, 0, 128)
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238 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
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239
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240 glDisable(GL_SCISSOR_TEST)
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241
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242 if use_debug_group:
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243 glPopDebugGroup()
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244
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245
606
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246 cdef void render_text(self, dict texts) except *:
473
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247 cdef NativeText label
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248
459
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249 if self.font_manager is None:
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250 return
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251
517
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252 self.font_manager.load(texts)
459
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253
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254 black = Color(0, 0, 0, 255)
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255
590
e15672733c93 Switch to Python 3.x instead of 2.7.
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256 for label in texts.values():
517
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257 texture = (<Texture>label.texture).texture
459
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258 rect = Rect(label.x, label.y, label.width, label.height)
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259 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
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260
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261 if label.shadow:
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262 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
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263 shadow = [black._replace(a=label.alpha)] * 4
517
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264 self.render_quads([shadow_rect, rect], [shadow, gradient], texture)
459
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265 else:
517
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266 self.render_quads([rect], [gradient], texture)
459
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267
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268
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269 cdef void render_interface(self, interface, game_boss) except *:
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270 cdef GlyphCollection label
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271
459
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272 elements = []
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273
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274 if use_debug_group:
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275 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Interface rendering")
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276
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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277 if is_legacy:
459
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278 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
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279 glLoadMatrixf(<GLfloat*>self.interface_mvp)
459
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280 glDisable(GL_FOG)
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281 else:
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282 self.interface_shader.bind()
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283 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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284 glViewport(0, 0, interface.width, interface.height)
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285
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286 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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287 labels = interface.labels.values()
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288
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289 if items:
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290 # Redraw all the interface
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291 elements.extend(items)
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292 else:
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293 # Redraw only changed labels
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294 labels = [label for label in labels if label.changed]
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295
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296 elements.extend(interface.level_start)
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297
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298 if game_boss is not None:
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299 elements.extend(interface.boss_items)
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300
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301 elements.extend(labels)
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302 self.render_elements(elements)
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303 for label in labels:
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304 label.changed = False
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305
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306 if use_debug_group:
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307 glPopDebugGroup()