X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=f34d32d889c926a37fd0e1ab29e819a2cc016a5c;hb=e591704cd4ae4a35d88d3ddcad51c3c025c241db;hp=c143b98862326dc385658b53998934d45b7ff179;hpb=178df0c1aeb419ebedf9db25c599d5e92e564542;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index c143b98..f34d32d 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 RayPolyManager +from .utils import DetailedTimer +from .loader import loader +from .transforms import Multiply LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -34,6 +38,11 @@ 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: @@ -76,6 +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. """ @@ -83,28 +96,39 @@ class BaseLight(object): COLOURS = { "red": (255, 0, 0), "green": (0, 255, 0), - "blue": (0, 255, 255), + "blue": (0, 0, 255), + "cyan": (0, 255, 255), "yellow": (255, 255, 0), "white": (255, 255, 255), } + # defaults + RAY_MANAGER = RayPolyManager + FITTING_IMG = None + FITTING_RADIUS = 24.0 + # cached surfaces _surface_cache = {} def __init__( - self, colour, position, intensity=1.0, - radius_limits=(None, None), angle_limits=(None, None)): + self, colour, position, intensity=1.0, radius_limits=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.filter = FITTINGS_FILTER self.body.light = self - self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER) + self.ray_manager = self.RAY_MANAGER( + self.body, position, ray_filter=LIGHT_FILTER, + radius_limits=radius_limits, angle_limits=angle_limits) + self.fitting = pymunk.Circle( + self.body, self.FITTING_RADIUS, self.ray_manager.position) + self.fitting.filter = FITTINGS_FILTER + self._image = None + + @property + def position(self): + return self.ray_manager.position @classmethod def load(cls, config): @@ -118,79 +142,101 @@ class BaseLight(object): def add(self, space): if self.body.space is not None: space.remove(self.body, *self.body.shapes) - self.ray_manager.generate_rays(space, self.position) - 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 + space.add(self.body, self.fitting) + self.ray_manager.set_space(space) + self.ray_manager.update_shapes() 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)) - - 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)) + def _cached_surface(self, name, surface): + surf = self._surface_cache.get(name) + if surf is None: + surf = self._surface_cache[name] = pygame.surface.Surface( + surface.get_size(), pgl.SWSURFACE + ).convert_alpha() + return surf - 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)) - - return radius_mask, ray_mask, overlay_surf + def light_colour(self): + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + return light_colour + (intensity,) 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() + + max_radius = self.ray_manager.max_radius + min_radius = self.ray_manager.min_radius + dest_rect = self.ray_manager.pygame_rect(surface) + + white, black = (255, 255, 255, 255), (0, 0, 0, 0) + light_colour = self.light_colour() + + radius_mask = self._cached_surface('radius_mask', surface) + radius_mask.set_clip(dest_rect) + ray_mask = self._cached_surface('ray_mask', surface) + 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.aalines(ray_mask, white, True, pygame_poly, 1) + pygame.draw.polygon(ray_mask, white, pygame_poly, 1) + dt.lap("ray mask rendered") 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 + centre = self.ray_manager.pygame_position(surface) 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)) - - ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT) - ray_mask.set_colorkey(black) + radius_mask, black, centre, int(min_radius), 0) + dt.lap("radius mask rendered") - 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( + "48", 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 = self.ray_manager.pygame_position(surface) + surface.blit(self.get_image(), (rx - 24, ry - 24), 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: + self.ray_manager.rotate_degrees(self.angular_velocity) + self.ray_manager.update_shapes()