X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=136f10f1f6839976545e2143409f2497ecf658d2;hb=49d67d6808e7e206e30a4cc60e9b4f7965cac7d2;hp=097abd235f2e4b8d53e97f1ecdcc5ed08f2531fe;hpb=3c1acdcd43a2d901ae165e2a278c5ed31ebca4dd;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 097abd2..136f10f 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -6,9 +6,13 @@ import pymunk.pygame_util import pygame.display import pygame.draw import pygame.locals as pgl +import pygame.rect from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY -from .rays import calculate_ray_polys +from .rays import RayPolyManager +from .utils import DetailedTimer +from .loader import loader +from .transforms import Multiply LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -76,6 +80,10 @@ 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. """ @@ -88,12 +96,14 @@ 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 @@ -102,7 +112,10 @@ 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): @@ -116,12 +129,10 @@ 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, LIGHT_FILTER)) - 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 @@ -133,70 +144,100 @@ 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) - - light_colour = self.COLOURS[self.colour] - intensity = int(255 * self.intensity) - light_colour = light_colour + (intensity,) + ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) + dt.lap("blitted radius mask to ray mask") - 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: + fitting_colour = self.COLOURS[self.colour] + self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_colour)) + 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 Lamp(BaseLight): + FITTING_IMG = "lamp.png" + + def __init__(self, **kw): + kw.pop("direction", None) + kw.pop("spread", None) + super(Lamp, self).__init__(**kw) class SpotLight(BaseLight): + FITTING_IMG = "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)