started adding fittings to lights
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 285ca2e98def1226e0599335c8b2284995400e3b..f0ec535577d644d556c31cbe636ea3c4749afb0d 100644 (file)
@@ -6,10 +6,12 @@ import pymunk.pygame_util
 import pygame.display
 import pygame.draw
 import pygame.locals as pgl
+import pygame.rect
 
-from .constants import (
-    SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
-from .utils import debug_timer
+from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
+from .rays import RayPolyManager
+from .utils import DetailedTimer
+from .loader import loader
 
 LIGHT_FILTER = pymunk.ShapeFilter(
     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
@@ -25,49 +27,6 @@ FITTINGS_FILTER = pymunk.ShapeFilter(
 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
 
 
-def screen_rays(pos):
-    """ An iterable that returns ordered rays from pos to the edge of the
-        screen, starting with the edge point (0, 0) and continuing clockwise
-        in pymunk coordinates.
-    """
-    w, h = SCREEN_SIZE
-    left, right, bottom, top = 0, w, 0, h
-    step = 1
-    for y in range(0, h, step):
-        yield pymunk.Vec2d(left, y)
-    for x in range(0, w, step):
-        yield pymunk.Vec2d(x, top)
-    for y in range(top, -1, -step):
-        yield pymunk.Vec2d(right, y)
-    for x in range(right, -1, -step):
-        yield pymunk.Vec2d(x, bottom)
-
-
-@debug_timer("lights.calculate_ray_polys")
-def calculate_ray_polys(space, body, position):
-    position = pymunk.Vec2d(position)
-    vertices = [position]
-    ray_polys = []
-    for ray in screen_rays(position):
-        info = space.segment_query_first(position, ray, 1, LIGHT_FILTER)
-        point = ray if info is None else info.point
-        vertices.append(point)
-        if len(vertices) > 3:
-            trial_poly = pymunk.Poly(None, vertices)
-            trial_poly.update(pymunk.Transform.identity())
-            query_prev = trial_poly.point_query(vertices[-2])
-            query_pos = trial_poly.point_query(position)
-            if query_prev.distance < -0.01 or query_pos.distance < -0.01:
-                new_poly = pymunk.Poly(body, vertices[:-1])
-                vertices = [position, vertices[-1]]
-                ray_polys.append(new_poly)
-            else:
-                vertices = trial_poly.get_vertices() + [point]
-    if len(vertices) > 2:
-        ray_polys.append(pymunk.Poly(body, vertices))
-    return ray_polys
-
-
 class LightManager(object):
     """ Manages a set of lights. """
 
@@ -120,6 +79,10 @@ class LightManager(object):
         for light in self._lights:
             light.render_fitting(surface)
 
+    def tick(self):
+        for light in self._lights:
+            light.tick()
+
 
 class BaseLight(object):
     """ Common light functionality. """
@@ -132,12 +95,14 @@ class BaseLight(object):
         "white": (255, 255, 255),
     }
 
+    FITTING_IMG = None
+
     # cached surfaces
     _surface_cache = {}
 
     def __init__(
             self, colour, position, intensity=1.0,
-            radius_limits=(None, None), angle_limits=(None, None)):
+            radius_limits=(None, None), angle_limits=None):
         self.colour = colour
         self.position = pymunk.Vec2d(position)
         self.on = True
@@ -146,7 +111,10 @@ class BaseLight(object):
         self.angle_limits = angle_limits
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+        self.fitting.filter = FITTINGS_FILTER
         self.body.light = self
+        self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
+        self._image = None
 
     @classmethod
     def load(cls, config):
@@ -160,12 +128,10 @@ class BaseLight(object):
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
-        shapes = self.shapes_for_ray_polys(
-            calculate_ray_polys(space, self.body, self.position))
-        for shape in shapes:
-            shape.filter = LIGHT_FILTER
-        self.fitting.filter = FITTINGS_FILTER
-        space.add(self.body, self.fitting, *shapes)
+        self.ray_manager.generate_rays(space, self.position)
+        self.ray_manager.set_angle_limits(self.angle_limits)
+        ray_shapes = self.ray_manager.polys()
+        space.add(self.body, self.fitting, *ray_shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
@@ -177,70 +143,92 @@ class BaseLight(object):
         radius_mask = self._surface_cache.get('radius_mask')
         if radius_mask is None:
             radius_mask = self._surface_cache['radius_mask'] = (
-                pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+                pygame.surface.Surface(
+                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
 
         ray_mask = self._surface_cache.get('ray_mask')
         if ray_mask is None:
             ray_mask = self._surface_cache['ray_mask'] = (
-                pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
-
-        overlay_surf = self._surface_cache.get('overlay_surf')
-        if overlay_surf is None:
-            overlay_surf = self._surface_cache['overlay_surf'] = (
                 pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
+                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
 
-        return radius_mask, ray_mask, overlay_surf
+        return radius_mask, ray_mask
 
     def render_light(self, surface):
         if not self.on:
             return
 
-        radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
-        white, black = (255, 255, 255), (0, 0, 0)
+        dt = DetailedTimer("render_light")
+        dt.start()
+        dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
+
+        max_radius = self.radius_limits[1] or 50.0
+        min_radius = self.radius_limits[0] or 0
+
+        rw = max_radius * 2
+        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+        dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
+        dest_rect.move_ip(- max_radius, - max_radius)
+
+        white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+
+        radius_mask, ray_mask = self._cached_surfaces(surface)
+        radius_mask.set_clip(dest_rect)
+        ray_mask.set_clip(dest_rect)
 
         ray_mask.fill(black)
-        for shape in self.body.shapes:
-            if shape is self.fitting:
-                continue
-            pygame_poly = [
-                pymunk.pygame_util.to_pygame(v, surface) for v in
-                shape.get_vertices()]
+        for pygame_poly in self.ray_manager.pygame_polys(surface):
             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
-            pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
+            pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
+        dt.lap("ray mask rendered")
+
+        light_colour = self.COLOURS[self.colour]
+        intensity = int(255 * self.intensity)
+        light_colour = light_colour + (intensity,)
 
         radius_mask.fill(black)
         centre = pymunk.pygame_util.to_pygame(self.position, surface)
-        max_radius = self.radius_limits[1] or 50.0
-        min_radius = self.radius_limits[0] or 0
-        width = max_radius - min_radius
         pygame.draw.circle(
-            radius_mask, white, centre, int(max_radius), int(width))
+            radius_mask, light_colour, centre, int(max_radius), 0)
         pygame.draw.circle(
-            radius_mask, white, (centre[0] + 1, centre[1]),
-            int(max_radius), int(width))
+            radius_mask, black, centre, int(min_radius), 0)
+        dt.lap("radius mask rendered")
 
-        ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
-        ray_mask.set_colorkey(black)
+        ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
+        dt.lap("blitted radius mask to ray mask")
 
-        light_colour = self.COLOURS[self.colour]
-        intensity = int(255 * self.intensity)
-        light_colour = light_colour + (intensity,)
-
-        overlay_surf.blit(ray_mask, (0, 0), None)
-        overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+        surface.blit(ray_mask, dest_rect, dest_rect)
+        dt.lap("blitted surface")
+        dt.end()
 
-        surface.blit(overlay_surf, (0, 0), None)
+    def get_image(self):
+        if self._image is None:
+            self._image = loader.load_image("64", self.FITTING).copy()
+            fitting_colour = self.COLOURS[self.colour]
+            self._image.fill(fitting_colour, None, pgl.BLEND_RGBA_MULT)
+        return self._image
 
     def render_fitting(self, surface):
-        pygame.draw.circle(
-            surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
-            int(self.fitting.radius))
+        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+        surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+
+    def tick(self):
+        pass
 
 
 class SpotLight(BaseLight):
+    FITTING = "spotlight.png"
+    
     def __init__(self, **kw):
         kw.pop("direction", None)
         kw.pop("spread", None)
+        self.angular_velocity = kw.pop("angular_velocity", None)
         super(SpotLight, self).__init__(**kw)
+
+    def tick(self):
+        if self.angular_velocity:
+            start, end = self.angle_limits
+            start = (start + self.angular_velocity) % 360.0
+            end = (end + self.angular_velocity) % 360.0
+            self.angle_limits = (start, end)
+            self.ray_manager.set_angle_limits(self.angle_limits)