40 FPS and one fewer temporary surfaces.
authorSimon Cross <hodgestar@gmail.com>
Fri, 9 Sep 2016 19:40:32 +0000 (21:40 +0200)
committerSimon Cross <hodgestar@gmail.com>
Fri, 9 Sep 2016 19:40:32 +0000 (21:40 +0200)
tabakrolletjie/lights.py

index 9ecef86f6a8a7794e9778640c6559c6f17eda2fb..de753109efb2d7b6d4410834edeea8bf06221a81 100644 (file)
@@ -140,27 +140,21 @@ class BaseLight(object):
         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))
 
@@ -172,12 +166,11 @@ class BaseLight(object):
         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):
@@ -193,20 +186,17 @@ class BaseLight(object):
             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()