if radius_mask is None:
radius_mask = self._surface_cache['radius_mask'] = (
pygame.surface.Surface(
- surface.get_size(), pgl.SWSURFACE)).convert()
+ 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()
-
- 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)).convert_alpha()
- return radius_mask, ray_mask, overlay_surf
+ return radius_mask, ray_mask
def render_light(self, surface):
if not self.on:
return
- dt = DetailedTimer("render_light")
+ dt = DetailedTimer("render_light", debug=True)
dt.start()
dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
dest_rect.move_ip(- max_radius, - max_radius)
- white, black = (255, 255, 255), (0, 0, 0)
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
- radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+ radius_mask, ray_mask = self._cached_surfaces(surface)
radius_mask.set_clip(dest_rect)
ray_mask.set_clip(dest_rect)
- overlay_surf.set_clip(dest_rect)
ray_mask.fill(black)
for pygame_poly in self.ray_manager.pygame_polys(surface):
radius_mask, black, centre, int(min_radius), 0)
dt.lap("radius mask rendered")
- ray_mask.blit(radius_mask, dest_rect, dest_rect, 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, dest_rect, dest_rect)
- dt.lap("blitted ray mask to overlay")
- overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
- dt.lap("coloured overlay")
+ ray_mask.fill(light_colour, dest_rect, pgl.BLEND_RGBA_MULT)
+ dt.lap("coloured ray mask")
- surface.blit(overlay_surf, dest_rect, dest_rect)
+ surface.blit(ray_mask, dest_rect, dest_rect)
dt.lap("blitted surface")
dt.end()