X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=2ab02b6e91061469ce58c81af4deaeb2c5bcf58b;hb=dbd59bbefc3cfa34a9d69ebb91cd3a32a547a9d8;hp=8abb1a6801249125b2cafd51a1b0cf63fccf7bbe;hpb=9a21993be81120b5dbe1f3d6caf4fb8f2cc27404;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 8abb1a6..2ab02b6 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -3,11 +3,16 @@ import pymunk 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 +from .transforms import Multiply LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -19,48 +24,8 @@ FITTINGS_FILTER = pymunk.ShapeFilter( LIGHT_CATEGORY | FITTINGS_CATEGORY), categories=FITTINGS_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 +# Just match lights, nothing else +LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY) class LightManager(object): @@ -73,6 +38,45 @@ class LightManager(object): for light in self._lights: light.add(self._space) + def add_light(self, cfg): + light = BaseLight.load(cfg) + self._lights.append(light) + light.add(self._space) + + def toggle_nearest(self, *args, **kw): + light = self.nearest(*args, **kw) + if light: + light.toggle() + + def nearest(self, pos, surfpos=False, max_distance=1.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info = self._space.point_query_nearest( + pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)) + if point_info is not None: + return point_info.shape.body.light + return None + + def lit_by(self, pos, surfpos=False, max_distance=0.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info_list = self._space.point_query( + pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY)) + lights = [p.shape.body.light for p in point_info_list] + return [light for light in lights if light.on] + + def light_query(self, shape): + """Query the lights by shape""" + old_filter = shape.filter + # We need to restrict matches to only the lights + shape.filter = LIT_BY_FILTER + shape_info_list = self._space.shape_query(shape) + shape.filter = old_filter + lights = [p.shape.body.light for p in shape_info_list] + return [light for light in lights if light.on] + def render_light(self, surface): for light in self._lights: light.render_light(surface) @@ -81,6 +85,10 @@ 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. """ @@ -93,13 +101,26 @@ class BaseLight(object): "white": (255, 255, 255), } - def __init__(self, colour, position): + FITTING_IMG = None + + # cached surfaces + _surface_cache = {} + + def __init__( + self, colour, position, intensity=1.0, + radius_limits=(None, None), angle_limits=None): self.colour = colour self.position = pymunk.Vec2d(position) self.on = True + self.intensity = intensity + self.radius_limits = radius_limits + 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 = pymunk.Circle(self.body, 24.0, 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): @@ -113,12 +134,10 @@ 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 @@ -126,41 +145,106 @@ class BaseLight(object): def toggle(self): self.on = not self.on + def _cached_surfaces(self, surface): + 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)).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)).convert_alpha() + + return radius_mask, ray_mask + def render_light(self, surface): if not self.on: return - subsurface = surface.copy() + + 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 pygame_poly in self.ray_manager.pygame_polys(surface): + pygame.draw.polygon(ray_mask, white, pygame_poly, 0) + pygame.draw.polygon(ray_mask, white, pygame_poly, 1) + dt.lap("ray mask rendered") + light_colour = self.COLOURS[self.colour] - 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()] - pygame.draw.polygon( - subsurface, light_colour, pygame_poly, 0) - pygame.draw.aalines( - subsurface, light_colour, True, pygame_poly, 1) - subsurface.set_alpha(50) - surface.blit(subsurface, (0, 0), None) + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) - def render_fitting(self, surface): + radius_mask.fill(black) + centre = pymunk.pygame_util.to_pygame(self.position, surface) pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.fitting.offset, surface), - int(self.fitting.radius)) + radius_mask, light_colour, centre, int(max_radius), 0) + pygame.draw.circle( + radius_mask, black, centre, int(min_radius), 0) + dt.lap("radius mask rendered") + ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) + dt.lap("blitted radius mask to ray mask") -class SpotLight(BaseLight): - def __init__( - self, colour="white", position=None, direction=90.0, spread=45.0): - super(SpotLight, self).__init__(colour, position) - self.direction = direction - self.spread = spread - self.i = 0 + surface.blit(ray_mask, dest_rect, dest_rect) + dt.lap("blitted surface") + dt.end() + + def get_image(self): + if self._image is None: + fitting_colour = self.COLOURS[self.colour] + self._image = loader.load_image( + "48", self.FITTING_IMG, + transform=Multiply(colour=fitting_colour)) + return self._image + + def render_fitting(self, surface): + rx, ry = pymunk.pygame_util.to_pygame(self.position, surface) + surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0) + + def tick(self): + pass class Lamp(BaseLight): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + 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)