From: Simon Cross Date: Tue, 6 Sep 2016 22:43:46 +0000 (+0200) Subject: Hacky light rendering limited by distance and angle. X-Git-Tag: tabakrolletjie-v1.0.0~212 X-Git-Url: https://git.ctpug.org.za/?a=commitdiff_plain;h=e61971bfd252a6ae34255e5878b597bdb818380a;p=tabakrolletjie.git Hacky light rendering limited by distance and angle. --- diff --git a/data/stations/station-alpha.json b/data/stations/station-alpha.json index 259f665..b2fad61 100644 --- a/data/stations/station-alpha.json +++ b/data/stations/station-alpha.json @@ -30,14 +30,18 @@ "colour": "red", "position": [700, 500], "direction": 90.0, - "spread": 45.0 + "spread": 45.0, + "radius_limits": [20, 200], + "angle_limits": [90, -90], + "intensity": 0.8 }, { "type": "spotlight", "colour": "yellow", "position": [500, 500], "direction": -90.0, - "spread": 45.0 + "spread": 45.0, + "intensity": 0.5 } ] } diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 3c97952..b22bc35 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -118,10 +118,15 @@ class BaseLight(object): "white": (255, 255, 255), } - def __init__(self, colour, position): + def __init__( + self, colour, position, intensity=1.0, + radius_limits=(None, None), angle_limits=(None, 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.body.light = self @@ -154,20 +159,54 @@ class BaseLight(object): def render_light(self, surface): if not self.on: return - subsurface = surface.copy() - light_colour = self.COLOURS[self.colour] + + raypoly_mask = surface.copy() + 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( - 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) + pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0) + pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1) + + limits_mask = surface.copy() + limits_mask.fill(black) + centre = pymunk.pygame_util.to_pygame(self.position, surface) + 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)) + + import pygame.locals as pgl + raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN) + raypoly_mask.set_colorkey(black) + + light_colour = self.COLOURS[self.colour] + overlay = surface.copy() + overlay.fill(light_colour) + raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT) + + mask2 = surface.copy() + mask2.set_alpha(255) + mask2.blit(raypoly_mask, (0, 0), None) + + mask2.set_alpha(int(255 * self.intensity)) + + surface.blit(mask2, (0, 0), None) def render_fitting(self, surface): pygame.draw.circle( @@ -177,15 +216,7 @@ class BaseLight(object): 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 - - -class Lamp(BaseLight): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + def __init__(self, **kw): + kw.pop("direction", None) + kw.pop("spread", None) + super(SpotLight, self).__init__(**kw)