X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=9f0005d1bb377e7fd3d49b663880feb6eba2d23e;hb=8dbb5023b0bac0e31d81dcd3817f259e161176e5;hp=e47fa149fe311793a8452107fec1ed40964c7cdc;hpb=f2b9ca14218c032b18c6483b5d73a96c5b4fe28c;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index e47fa14..9f0005d 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -6,10 +6,13 @@ 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 ^ ( @@ -25,49 +28,6 @@ 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 +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. """ @@ -132,9 +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 @@ -143,7 +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): @@ -157,12 +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)) - 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 @@ -170,66 +140,95 @@ 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 - raypoly_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE) - white, black = (255, 255, 255, 255), (0, 0, 0, 0) - raypoly_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()] - pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0) - pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1) - - limits_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE) - limits_mask.fill(black) - centre = pymunk.pygame_util.to_pygame(self.position, surface) + 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 - box = (centre[0] - max_radius, centre[1] - max_radius, - max_radius * 2, max_radius * 2) - width = max_radius - (self.radius_limits[0] or 0) - box2 = (box[0] + 1,) + tuple(box[1:]) - box3 = (box[0] + 2,) + tuple(box[1:]) - import math - start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0) - end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0) - pygame.draw.arc( - limits_mask, white, box, start_angle, end_angle, int(width)) - pygame.draw.arc( - limits_mask, white, box2, start_angle, end_angle, int(width)) - pygame.draw.arc( - limits_mask, white, box3, start_angle, end_angle, int(width)) - - raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN) - raypoly_mask.set_colorkey(black) + 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] - overlay = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE) - overlay.fill(light_colour) - raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT) + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) - mask2 = surface.copy() - mask2.set_alpha(255) - mask2.blit(raypoly_mask, (0, 0), None) + radius_mask.fill(black) + centre = pymunk.pygame_util.to_pygame(self.position, surface) + pygame.draw.circle( + 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") - mask2.set_alpha(int(255 * self.intensity)) + surface.blit(ray_mask, dest_rect, dest_rect) + dt.lap("blitted surface") + dt.end() - surface.blit(mask2, (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 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)