Clean up temporary surface usage and remove used of .arc.
authorSimon Cross <hodgestar@gmail.com>
Wed, 7 Sep 2016 18:53:27 +0000 (20:53 +0200)
committerSimon Cross <hodgestar@gmail.com>
Wed, 7 Sep 2016 18:53:27 +0000 (20:53 +0200)
tabakrolletjie/lights.py

index e47fa149fe311793a8452107fec1ed40964c7cdc..285ca2e98def1226e0599335c8b2284995400e3b 100644 (file)
@@ -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(