Refactor into class; add beat control

This commit is contained in:
Patrick Moessler 2023-02-19 02:01:28 +01:00
parent 5e73904b52
commit 337b9a2385
5 changed files with 317 additions and 170 deletions

View file

@ -1,11 +1,11 @@
from argparse import ArgumentParser
from typing import Generator, Iterable, Tuple
import time
from typing import Generator, List, Tuple
import pygame as pg
import sys
from effects.effect import Effect, color_wheel, Colors
from effects.moonflower import Moonflower
from effects.presets import Presets
@ -17,98 +17,263 @@ def print_displays() -> None:
sys.exit(0)
def initialize(
display_id: int, windowed: bool, trails: bool
) -> Tuple[pg.Surface, pg.Surface]:
class Beamshow:
def __init__(
self,
render3d: bool,
window: bool,
trails: bool,
randomize_interval: float,
fps: bool,
display: int,
) -> None:
self.render3d = render3d
self.windowed = window
self.trails = trails
self.randomize = bool(randomize_interval)
self.randomize_interval = randomize_interval or 5
self.print_fps = fps
self.display_id = display
self.effects: List[Effect] = []
self.clock = pg.time.Clock()
pg.display.init()
self.window, self.background = self.initialize()
def initialize(self) -> Tuple[pg.Surface, pg.Surface]:
displays = pg.display.get_desktop_sizes()
if not 0 <= display_id < len(displays):
if not 0 <= self.display_id < len(displays):
raise ValueError(
f"Display ID {display_id} invalid. Must be between 0 and {len(displays)}!"
f"Display ID {self.display_id} invalid. Must be between 0 and {len(displays)}!"
)
win = pg.display.set_mode(
size=displays[display_id]
if not windowed
else (displays[display_id][0] // 2, displays[display_id][1] // 2),
flags=pg.FULLSCREEN if not windowed else 0,
display=display_id,
size=displays[self.display_id]
if not self.windowed
else (displays[self.display_id][0] // 2, displays[self.display_id][1] // 2),
flags=pg.FULLSCREEN if not self.windowed else 0,
display=self.display_id,
)
if trails:
if self.trails:
background = pg.Surface(win.get_size(), flags=pg.SRCALPHA)
background.fill(pg.Color(0, 0, 0, 5))
else:
background = pg.Surface(win.get_size())
background.fill(Colors.Black)
self.presets = Presets(bounds=win.get_rect())
if self.randomize:
self.effects = self.presets.randomize()
else:
from effects.moonflower import Moonflower
self.effects = [
Moonflower(
bounds=win.get_rect(),
colors=(
color_wheel(increase=75),
color_wheel(hue=180, increase=75),
),
beat_color=True,
size=win.get_height() // 4,
outer=5,
velocity=(1, 1),
rot_speed=1.5,
x_factor=(1, 1),
y_factor=(2.2, 2.2),
)
]
return win, background
def render_loop_normal(
window: pg.Surface,
background: pg.Surface,
effects: Iterable[Effect],
clock: pg.time.Clock,
) -> Generator[None, None, None]:
blackout = False
self,
) -> Generator[List[pg.event.Event], Tuple[bool, float], None]:
is_beat = False
frames_per_beat = 0.0
while True:
unhandled_events: List[pg.event.Event] = []
for event in pg.event.get():
if event.type == pg.K_SPACE:
blackout = not blackout
if event.type == pg.QUIT:
pg.quit()
sys.exit()
window.blit(background, (0, 0))
if not blackout:
for e in effects:
e.update()
e.draw(window)
yield
unhandled_events.append(event)
self.window.blit(self.background, (0, 0))
for e in self.effects:
e.update(is_beat=is_beat, frames_per_beat=frames_per_beat)
e.draw(self.window)
is_beat, frames_per_beat = yield unhandled_events
def render_loop_3d(
window: pg.Surface,
background: pg.Surface,
effects: Iterable[Effect],
clock: pg.time.Clock,
) -> Generator[None, None, None]:
stage = pg.Surface(size=window.get_size())
self,
) -> Generator[List[pg.event.Event], Tuple[bool, float], None]:
stage = pg.Surface(size=self.window.get_size())
stage.fill(Colors.Black)
full_size = stage.get_size()
scaled_sizes = [
(((full_size[0] * i) // 100), ((full_size[1] * i) // 100)) for i in range(101)
(((full_size[0] * i) // 100), ((full_size[1] * i) // 100))
for i in range(101)
]
scaled_positions = [
((full_size[0] - s[0]) // 2, (full_size[1] - s[1]) // 2) for s in scaled_sizes
((full_size[0] - s[0]) // 2, (full_size[1] - s[1]) // 2)
for s in scaled_sizes
]
is_beat = False
frames_per_beat = 0.0
while True:
unhandled_events: List[pg.event.Event] = []
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
unhandled_events.append(event)
stage.blit(background, (0, 0))
for e in effects:
e.update()
stage.blit(self.background, (0, 0))
for e in self.effects:
e.update(is_beat=is_beat, frames_per_beat=frames_per_beat)
e.draw(stage)
window.fill(Colors.Black)
self.window.fill(Colors.Black)
stage.set_colorkey(Colors.Black)
for i in range(0, 101, 4):
stage.set_alpha(192 - 192 * ((i / 100) ** 0.5))
window.blit(
self.window.blit(
pg.transform.scale(stage, scaled_sizes[int(100 * (i / 100) ** 2)]),
scaled_positions[int(100 * (i / 100) ** 2)],
)
yield
is_beat, frames_per_beat = yield unhandled_events
def main(self):
if self.render3d:
loop = self.render_loop_3d()
else:
loop = self.render_loop_normal()
next(loop)
framecounter = 0
blackout = False
single_random = False
taps = []
tap_mean = 0
last_beat = 0
fps_slidewindow = []
frames_per_beat = 0
while True:
is_beat = False
fps_mean = (
sum(fps_slidewindow) / len(fps_slidewindow) if fps_slidewindow else 0
)
if tap_mean and last_beat:
this_beat = time.time()
is_beat = this_beat >= last_beat + tap_mean
frames_per_beat = fps_mean * tap_mean
if is_beat:
last_beat = this_beat
common_events = loop.send((is_beat, frames_per_beat))
reinitialize = False
for event in common_events:
if event.type == pg.QUIT or (
event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE
):
pg.quit()
sys.exit()
elif event.type == pg.KEYDOWN:
if event.key == pg.K_F5:
single_random = True
print("Switching to new random preset")
elif event.key == pg.K_F8:
self.randomize = not self.randomize
state_str = (
f"on, {self.randomize_interval} s"
if self.randomize
else "off"
)
print(f"Random preset switching: [{state_str}]")
elif event.key == pg.K_F9:
self.render3d = not self.render3d
print(f'Pseudo-3d view [{"on" if self.render3d else "off"}]')
reinitialize = True
elif event.key == pg.K_F10:
self.trails = not self.trails
print(f'Trails [{"on" if self.trails else "off"}]')
reinitialize = True
elif event.key == pg.K_F11:
self.windowed = not self.windowed
print(f'Windowed mode [{"on" if self.windowed else "off"}]')
reinitialize = True
elif event.key == pg.K_SPACE:
blackout = not blackout
print(f'BLACKOUT [{"ON" if blackout else "off"}]')
elif event.key == pg.K_HOME:
print("resetting beat timing")
this_tap = time.time()
last_beat = this_tap
elif event.key == pg.K_END:
print("starting new tap measurement")
taps.clear()
elif event.key == pg.K_PAGEUP:
tap_mean /= 2
print(
f"Taps: Mean {tap_mean:5.3f} s, {60/tap_mean:5.3f} BPM, {fps_mean * tap_mean:5.3f} FPB [x2]"
)
elif event.key == pg.K_PAGEDOWN:
tap_mean *= 2
print(
f"Taps: Mean {tap_mean:5.3f} s, {60/tap_mean:5.3f} BPM, {fps_mean * tap_mean:5.3f} FPB [/2]"
)
elif event.key == pg.K_KP_ENTER or event.key == pg.K_RETURN:
this_tap = time.time()
if taps and this_tap - taps[-1] > 10:
print("starting new tap measurement")
taps.clear()
taps.append(this_tap)
last_beat = this_tap
if len(taps) >= 2:
tap_mean = sum(
map(lambda t1, t2: t2 - t1, taps, taps[1:])
) / (len(taps) - 1)
print(
f"Taps: Mean {tap_mean:5.3f} s, {60/tap_mean:5.3f} BPM, {fps_mean * tap_mean:5.3f} FPB"
)
if reinitialize:
self.window, self.background = self.initialize()
if self.render3d:
loop = self.render_loop_3d()
else:
loop = self.render_loop_normal()
next(loop)
if blackout:
self.window.fill(Colors.Black)
if is_beat:
pg.draw.rect(self.window, Colors.White, (0, 0, 30, 30))
pg.display.flip()
self.clock.tick(60)
framecounter += 1
if (
self.randomize and (framecounter % (self.randomize_interval * 60)) == 0
) or single_random:
single_random = False
new_preset = self.presets.randomize()
while new_preset == self.effects:
new_preset = self.presets.randomize()
self.effects.clear()
self.effects.extend(self.presets.randomize())
current_fps = self.clock.get_fps()
fps_slidewindow.append(current_fps)
while len(fps_slidewindow) > 30:
fps_slidewindow.pop(0)
if self.print_fps:
print(f"FPS: {current_fps:3d}, avg {fps_mean:3d}")
def main() -> None:
def app_main() -> None:
argparser = ArgumentParser(
description="beamshow - Render a light show for a video projector"
)
@ -153,50 +318,16 @@ def main() -> None:
if args.list_displays:
print_displays()
window, background = initialize(
display_id=args.display, windowed=args.window, trails=args.trails
show = Beamshow(
render3d=args.render3d,
window=args.window,
trails=args.trails,
randomize_interval=args.randomize,
fps=args.fps,
display=args.display,
)
presets = Presets(bounds=window.get_rect())
if args.randomize:
effects = presets.randomize()
else:
effects = [
Moonflower(
bounds=window.get_rect(),
# colors=(Colors.Red,Colors.Blue),
colors=(color_wheel(), color_wheel(hue=180)),
size=window.get_height() / 4,
outer=5,
velocity=(1, 1),
rot_speed=1.5,
x_factor=(1, 1),
y_factor=(2.2, 2.2),
),
]
clock = pg.time.Clock()
if args.render3d:
loop = render_loop_3d(window, background, effects, clock)
else:
loop = render_loop_normal(window, background, effects, clock)
framecounter = 0
while True:
next(loop)
pg.display.flip()
clock.tick(60)
framecounter += 1
if args.randomize:
if (framecounter % (args.randomize * 60)) == 0:
effects.clear()
effects.extend(presets.randomize())
if args.fps:
print(clock.get_fps())
show.main()
if __name__ == "__main__":
main()
app_main()

View file

@ -61,6 +61,7 @@ class DoubleSpot(Effect):
hold: int = 60 * 1,
fade_out: bool = False,
fade_in: bool = False,
beat_adapt: bool = False,
*groups: pg.sprite.Group
) -> None:
self.color = color
@ -68,6 +69,7 @@ class DoubleSpot(Effect):
self.fade_in_time: int = hold // 4 if fade_in else 0
self.fade_out_time: int = hold // 4 if fade_out else 0
self.hold_time: int = hold - (self.fade_in_time + self.fade_out_time)
self.beat_adapt: bool = beat_adapt
self.spots: List[Spot] = []
self.randrange = (
@ -79,7 +81,7 @@ class DoubleSpot(Effect):
image.set_colorkey(Colors.Black)
super().__init__(image, bounds, *groups)
self.update()
self.update(is_beat=False, frames_per_beat=0.0)
def add_spot(self, spot_color):
position = (
@ -111,14 +113,29 @@ class DoubleSpot(Effect):
def update(self, *args: Any, **kwargs: Any) -> None:
self.image.fill(Colors.Black)
if self.beat_adapt and kwargs["frames_per_beat"]:
hold = kwargs["frames_per_beat"] - 2
self.fade_in_time = int(hold // 4 if self.fade_in_time else 0)
self.fade_out_time = int(hold // 4 if self.fade_out_time else 0)
self.hold_time = int(hold - self.fade_in_time)
if not self.beat_adapt:
if len(self.spots) == 0 or (
self.fade_in_time != 0 and self.spots[0].start_next and len(self.spots) == 2
self.fade_in_time != 0
and self.spots[0].start_next
and len(self.spots) == 2
):
spot_color = (
self.color if isinstance(self.color, pg.Color) else next(self.color)
)
self.add_spot(spot_color)
self.add_spot(spot_color)
elif kwargs["is_beat"]:
spot_color = (
self.color if isinstance(self.color, pg.Color) else next(self.color)
)
self.add_spot(spot_color)
self.add_spot(spot_color)
for spot in self.spots:
if not spot.finished:

View file

@ -1,10 +1,8 @@
from dataclasses import dataclass
from enum import Enum
import math
import random
from typing import Generator, Tuple
import pygame as pg
from abc import abstractmethod
def copy_color(source: pg.Color) -> pg.Color:
@ -47,28 +45,28 @@ def color_randomize() -> Generator[pg.Color, None, None]:
def transform_bounce(
bounds: pg.Rect,
velocity: Tuple[int, int],
x_factor: Tuple[int, int],
y_factor: Tuple[int, int],
x_factor: Tuple[float, float],
y_factor: Tuple[float, float],
) -> Generator[Tuple[int, int], Tuple[int, int], None]:
min_velocity = velocity[0]
max_velocity = velocity[1]
current_velocity = random.randint(min_velocity, max_velocity)
ticks = random.randint(0, 360)
phase = random.uniform(0, 360)
current_x_factor = random.uniform(x_factor[0], x_factor[1])
current_y_factor = random.uniform(y_factor[0], y_factor[1])
size_x, size_y = yield (bounds.centerx, bounds.centery)
while True:
pos_x = int(
math.cos(current_x_factor * ticks) * (bounds.width - size_x) // 2
math.cos(current_x_factor * phase) * (bounds.width - size_x) // 2
+ bounds.centerx
)
pos_y = int(
math.sin(current_y_factor * ticks) * (bounds.height - size_y) // 2
math.sin(current_y_factor * phase) * (bounds.height - size_y) // 2
+ bounds.centery
)
ticks += int(current_velocity / 180 * math.pi)
phase += current_velocity / 180 * math.pi
current_velocity = random.randint(min_velocity, max_velocity)
size_x, size_y = yield (pos_x, pos_y)

View file

@ -20,22 +20,24 @@ class Moonflower(Effect):
Union[pg.Color, Generator[pg.Color, None, None]],
Union[pg.Color, Generator[pg.Color, None, None]],
],
size=100,
velocity=(1, 10),
rot_speed=5,
outer=5,
x_factor=(0.1, 1),
y_factor=(0.1, 1),
beat_color: bool = False,
size: int = 100,
velocity: Tuple[int, int] = (1, 10),
rot_speed: float = 5,
outer: int = 5,
x_factor: Tuple[float, float] = (0.1, 1),
y_factor: Tuple[float, float] = (0.1, 1),
*groups: pg.sprite.Group
) -> None:
self.min_velocity = velocity[0]
self.max_velocity = velocity[1]
self.rot_speed = rot_speed
self.rotation = 0
self.rotation = 0.0
self.velocity = random.randint(self.min_velocity, self.max_velocity)
self.ticks = random.randint(0, 360)
# self.ticks = random.randint(0, 360)
self.colors = colors
self.beat_color = beat_color
self.o_count = outer
self.o_f = 1 / math.sin(math.pi / self.o_count)
@ -61,26 +63,28 @@ class Moonflower(Effect):
bounds=bounds, velocity=velocity, x_factor=x_factor, y_factor=y_factor
)
next(self.bouncer)
self.update()
def update(self, *args: Any, **kwargs: Any) -> None:
self.rect.center = self.bouncer.send(self.rect.size)
self.image.fill(Colors.Blue)
pg.draw.rect(
self.image, Colors.Black, (1, 1, self.rect.width - 2, self.rect.height - 2)
)
o_color = (
self.o_color = (
self.colors[0]
if isinstance(self.colors[0], pg.Color)
else next(self.colors[0])
)
i_color = (
self.i_color = (
self.colors[1]
if isinstance(self.colors[1], pg.Color)
else next(self.colors[1])
)
self.update(is_beat=False)
def update(self, *args: Any, **kwargs: Any) -> None:
self.rect.center = self.bouncer.send(self.rect.size)
self.image.fill(Colors.Black)
if not self.beat_color or kwargs["is_beat"]:
if isinstance(self.colors[0], Generator):
self.o_color = next(self.colors[0])
if isinstance(self.colors[1], Generator):
self.i_color = next(self.colors[1])
for phi in range(0, 360, 360 // self.o_count):
rads = math.pi * (phi + self.rotation) / 180
@ -88,17 +92,17 @@ class Moonflower(Effect):
pos_y = self.rect.height // 2 + self.o_radius * math.sin(rads)
pg.draw.circle(
self.image,
o_color,
self.o_color,
(pos_x, pos_y),
self.spot_radius,
)
pg.draw.circle(
self.image,
i_color,
self.i_color,
self.image.get_rect().center,
self.i_radius,
)
self.rotation += self.rot_speed
self.ticks += int(self.velocity / 180 * math.pi)
# self.ticks += int(self.velocity / 180 * math.pi)
self.velocity = random.randint(self.min_velocity, self.max_velocity)

View file

@ -52,6 +52,3 @@ class Presets:
y_factor=(2.2, 2.2),
),
]
#