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Use rects to improve rendering times.
author
Simon Cross
<hodgestar@gmail.com>
Fri, 9 Sep 2016 18:39:10 +0000
(20:39 +0200)
committer
Simon Cross
<hodgestar@gmail.com>
Fri, 9 Sep 2016 18:39:10 +0000
(20:39 +0200)
tabakrolletjie/lights.py
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diff --git
a/tabakrolletjie/lights.py
b/tabakrolletjie/lights.py
index 84318d15e253616dbe529fcd5a0f0d869e8a1ad2..9ecef86f6a8a7794e9778640c6559c6f17eda2fb 100644
(file)
--- a/
tabakrolletjie/lights.py
+++ b/
tabakrolletjie/lights.py
@@
-6,9
+6,11
@@
import pymunk.pygame_util
import pygame.display
import pygame.draw
import pygame.locals as pgl
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 .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
from .rays import RayPolyManager
+from .utils import DetailedTimer
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
@@
-137,18
+139,20
@@
class BaseLight(object):
radius_mask = self._surface_cache.get('radius_mask')
if radius_mask is None:
radius_mask = self._surface_cache['radius_mask'] = (
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))
+ pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE)).convert()
ray_mask = self._surface_cache.get('ray_mask')
if ray_mask is None:
ray_mask = self._surface_cache['ray_mask'] = (
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))
+ 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(
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)
)
+ surface.get_size(), pgl.SWSURFACE
)).convert_alpha(
)
return radius_mask, ray_mask, overlay_surf
return radius_mask, ray_mask, overlay_surf
@@
-156,36
+160,55
@@
class BaseLight(object):
if not self.on:
return
if not self.on:
return
- radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+ dt = DetailedTimer("render_light")
+ dt.start()
+ dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
+
+ max_radius = self.radius_limits[1] or 50.0
+ min_radius = self.radius_limits[0] or 0
+
+ rw = max_radius * 2
+ rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+ 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), (0, 0, 0)
+ radius_mask, ray_mask, overlay_surf = 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):
pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
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)
+ dt.lap("ray mask rendered")
radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
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
pygame.draw.circle(
pygame.draw.circle(
- radius_mask, white, centre, int(max_radius),
int(width)
)
+ radius_mask, white, centre, int(max_radius),
0
)
pygame.draw.circle(
pygame.draw.circle(
- radius_mask,
white, (centre[0] + 1, centre[1]),
-
int(max_radius), int(width)
)
+ radius_mask,
black, centre, int(min_radius), 0)
+
dt.lap("radius mask rendered"
)
- ray_mask.blit(radius_mask,
(0, 0), None
, pgl.BLEND_RGB_MULT)
+ ray_mask.blit(radius_mask,
dest_rect, dest_rect
, pgl.BLEND_RGB_MULT)
ray_mask.set_colorkey(black)
ray_mask.set_colorkey(black)
+ dt.lap("blitted radius mask to ray mask")
light_colour = self.COLOURS[self.colour]
intensity = int(255 * self.intensity)
light_colour = light_colour + (intensity,)
light_colour = self.COLOURS[self.colour]
intensity = int(255 * self.intensity)
light_colour = light_colour + (intensity,)
- overlay_surf.blit(ray_mask, (0, 0), None)
+ 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)
overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+ dt.lap("coloured overlay")
- surface.blit(overlay_surf, (0, 0), None)
+ surface.blit(overlay_surf, dest_rect, dest_rect)
+ dt.lap("blitted surface")
+ dt.end()
def render_fitting(self, surface):
pygame.draw.circle(
def render_fitting(self, surface):
pygame.draw.circle(