From a15034f0ef18afe83862838c5de0de3b7d5a86cd Mon Sep 17 00:00:00 2001 From: Simon Cross Date: Wed, 7 Sep 2016 20:53:27 +0200 Subject: [PATCH] Clean up temporary surface usage and remove used of .arc. --- tabakrolletjie/lights.py | 77 +++++++++++++++++++++++----------------- 1 file changed, 44 insertions(+), 33 deletions(-) diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index e47fa14..285ca2e 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -132,6 +132,9 @@ class BaseLight(object): "white": (255, 255, 255), } + # cached surfaces + _surface_cache = {} + def __init__( self, colour, position, intensity=1.0, radius_limits=(None, None), angle_limits=(None, None)): @@ -170,56 +173,64 @@ 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)) + + 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)) + + 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 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) + radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface) + white, black = (255, 255, 255), (0, 0, 0) + + ray_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) + pygame.draw.polygon(ray_mask, white, pygame_poly, 0) + pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1) - limits_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE) - limits_mask.fill(black) + radius_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)) - - 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 + width = max_radius - min_radius + pygame.draw.circle( + radius_mask, white, centre, int(max_radius), int(width)) + pygame.draw.circle( + radius_mask, white, (centre[0] + 1, centre[1]), + int(max_radius), int(width)) - 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) + ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT) + ray_mask.set_colorkey(black) - mask2 = surface.copy() - mask2.set_alpha(255) - mask2.blit(raypoly_mask, (0, 0), None) + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) - mask2.set_alpha(int(255 * self.intensity)) + overlay_surf.blit(ray_mask, (0, 0), None) + overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT) - surface.blit(mask2, (0, 0), None) + surface.blit(overlay_surf, (0, 0), None) def render_fitting(self, surface): pygame.draw.circle( -- 2.34.1