Migrate to a software rasterizer to dramatically improve performance

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-16 00:03:21 +01:00
parent 59fc530a1a
commit 752c143234
15 changed files with 553 additions and 522 deletions

View File

@@ -180,32 +180,33 @@ abstract class WLParser {
// --- Private Helpers ---
static Sprite _parseWallChunk(ByteData vswap, int offset) {
// Generate the 64x64 pixel grid in column-major order functionally
return List.generate(
64,
(x) => List.generate(64, (y) => vswap.getUint8(offset + (x * 64) + y)),
);
final pixels = Uint8List(64 * 64);
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
// Flat 1D index: x * 64 + y
pixels[x * 64 + y] = vswap.getUint8(offset + (x * 64) + y);
}
}
return Sprite(pixels);
}
static Sprite _parseSingleSprite(ByteData vswap, int offset) {
// Initialize the 64x64 grid with 255 (The Magenta Transparency Color!)
Sprite sprite = List.generate(64, (_) => List.filled(64, 255));
// Initialize the 1D array with 255 (Transparency)
final pixels = Uint8List(64 * 64)..fillRange(0, 4096, 255);
Sprite sprite = Sprite(pixels);
int leftPix = vswap.getUint16(offset, Endian.little);
int rightPix = vswap.getUint16(offset + 2, Endian.little);
// Parse vertical columns within the sprite bounds
for (int x = leftPix; x <= rightPix; x++) {
int colOffset = vswap.getUint16(
offset + 4 + ((x - leftPix) * 2),
Endian.little,
);
if (colOffset != 0) {
_parseSpriteColumn(vswap, sprite, x, offset, offset + colOffset);
}
}
return sprite;
}
@@ -216,23 +217,21 @@ abstract class WLParser {
int baseOffset,
int cmdOffset,
) {
// Execute the column drawing commands
while (true) {
int endY = vswap.getUint16(cmdOffset, Endian.little);
if (endY == 0) break; // 0 marks the end of the column
endY ~/= 2; // Wolf3D stores Y coordinates multiplied by 2
if (endY == 0) break;
endY ~/= 2;
int pixelOfs = vswap.getUint16(cmdOffset + 2, Endian.little);
int startY = vswap.getUint16(cmdOffset + 4, Endian.little);
startY ~/= 2;
for (int y = startY; y < endY; y++) {
// The Carmack 286 Hack: pixelOfs + y gives the exact byte address
sprite[x][y] = vswap.getUint8(baseOffset + pixelOfs + y);
// Write directly to the 1D array
sprite.pixels[x * 64 + y] = vswap.getUint8(baseOffset + pixelOfs + y);
}
cmdOffset += 6; // Move to the next 6-byte instruction
cmdOffset += 6;
}
}

View File

@@ -0,0 +1,262 @@
import 'dart:typed_data';
abstract class ColorPalette {
static final Uint32List vga32Bit = Uint32List.fromList([
0xFF000000,
0xFFAA0000,
0xFF00AA00,
0xFFAAAA00,
0xFF0000AA,
0xFFAA00AA,
0xFF0055AA,
0xFFAAAAAA,
0xFF555555,
0xFFFF5555,
0xFF55FF55,
0xFFFFFF55,
0xFF5555FF,
0xFFFF55FF,
0xFF55FFFF,
0xFFFFFFFF,
0xFFEEEEEE,
0xFFDEDEDE,
0xFFD2D2D2,
0xFFC2C2C2,
0xFFB6B6B6,
0xFFAAAAAA,
0xFF999999,
0xFF8D8D8D,
0xFF7D7D7D,
0xFF717171,
0xFF656565,
0xFF555555,
0xFF484848,
0xFF383838,
0xFF2C2C2C,
0xFF202020,
0xFF0000FF,
0xFF0000EE,
0xFF0000E2,
0xFF0000D6,
0xFF0000CA,
0xFF0000BE,
0xFF0000B2,
0xFF0000A5,
0xFF000099,
0xFF000089,
0xFF00007D,
0xFF000071,
0xFF000065,
0xFF000059,
0xFF00004C,
0xFF000040,
0xFFDADAFF,
0xFFBABAFF,
0xFF9D9DFF,
0xFF7D7DFF,
0xFF5D5DFF,
0xFF4040FF,
0xFF2020FF,
0xFF0000FF,
0xFF5DAAFF,
0xFF4099FF,
0xFF2089FF,
0xFF0079FF,
0xFF006DE6,
0xFF0061CE,
0xFF0055B6,
0xFF004C9D,
0xFFDAFFFF,
0xBAFFFF,
0x9DFFFF,
0x7DFFFF,
0x5DFAFF,
0x40F6FF,
0x20F6FF,
0x00F6FF,
0x00DAE6,
0x00C6CE,
0x00AEB6,
0x009D9D,
0x008585,
0x006D71,
0x005559,
0x004040,
0x5DFFD2,
0x40FFC6,
0x20FFB6,
0x00FFA1,
0x00E691,
0x00CE81,
0x00B675,
0x009D61,
0xDAFFDA,
0xBAFFBE,
0x9DFF9D,
0x7DFF81,
0x5DFF61,
0x40FF40,
0x20FF20,
0x00FF00,
0x00FF00,
0x00EE00,
0x00E200,
0x00D600,
0x00CA04,
0x00BE04,
0x00B204,
0x00A504,
0x009904,
0x008904,
0x007D04,
0x007104,
0x006504,
0x005904,
0x004C04,
0x004004,
0xFFFFDA,
0xFFFFBA,
0xFFFF9D,
0xFAFF7D,
0xFFFF5D,
0xFFFF40,
0xFFFF20,
0xFFFF00,
0xE6E600,
0xCECE00,
0xB6B600,
0x9D9D00,
0x858500,
0x717100,
0x595900,
0x404000,
0xFFBE5D,
0xFFB240,
0xFFAA20,
0xFF9D00,
0xE68D00,
0xCE7D00,
0xB66D00,
0x9D5D00,
0xDADADA,
0xFFBEBA,
0xFF9D9D,
0xFF817D,
0xFF615D,
0xFF4040,
0xFF2420,
0xFF0400,
0xFF0000,
0xEE0000,
0xE20000,
0xD60000,
0xCA0000,
0xBE0000,
0xB20000,
0xA50000,
0x990000,
0x890000,
0x7D0000,
0x710000,
0x650000,
0x590000,
0x4C0000,
0x400000,
0x282828,
0x34E2FF,
0x24D6FF,
0x18CEFF,
0x08C2FF,
0x00B6FF,
0xFF20B6,
0xFF00AA,
0xE60099,
0xCE0081,
0xB60075,
0x9D0061,
0x850050,
0x710044,
0x590034,
0x400028,
0xFFDAFF,
0xFFBAFF,
0xFF9DFF,
0xFF7DFF,
0xFF5DFF,
0xFF40FF,
0xFF20FF,
0xFF00FF,
0xE600E2,
0xCE00CA,
0xB600B6,
0x9D009D,
0x850085,
0x71006D,
0x590059,
0x400040,
0xDEEAFF,
0xD2E2FF,
0xC6DAFF,
0xBED6FF,
0xB2CEFF,
0xA5C6FF,
0x9DBEFF,
0x91BAFF,
0x81B2FF,
0x1F57FA,
0x619DFF,
0x5D95F2,
0x598DEA,
0x5589DE,
0x5081D2,
0x4C7DCA,
0x4879BE,
0x4471B6,
0x4069AA,
0x3C65A1,
0x38619D,
0x345D91,
0x305989,
0x2C5081,
0x284C75,
0x24486D,
0x20405D,
0x1C3C55,
0x183848,
0x183040,
0x142C38,
0x0C2028,
0x650061,
0x656500,
0x616100,
0x1C0000,
0x2C0000,
0x102430,
0x480048,
0x500050,
0x340000,
0x1C1C1C,
0x4C4C4C,
0x5D5D5D,
0x404040,
0x303030,
0x343434,
0xF6F6DA,
0xEAEABA,
0xDEDED9,
0xCACA75,
0xC2C248,
0xB6B620,
0xB2B220,
0xA5A500,
0x999900,
0x8D8D00,
0x858500,
0x7D7D00,
0x797900,
0x757500,
0x717100,
0x6D6D00,
0x890099,
]);
}

View File

@@ -0,0 +1,19 @@
import 'dart:typed_data';
class FrameBuffer {
final int width;
final int height;
// A 1D array representing the 2D screen.
// Length = width * height.
final Uint32List pixels;
FrameBuffer(this.width, this.height) : pixels = Uint32List(width * height);
// Helper to clear the screen (e.g., draw ceiling and floor)
void clear(int ceilingColor32, int floorColor32) {
int half = (width * height) ~/ 2;
pixels.fillRange(0, half, ceilingColor32);
pixels.fillRange(half, pixels.length, floorColor32);
}
}

View File

@@ -1,7 +1,21 @@
import 'dart:typed_data';
typedef Matrix<T> = List<List<T>>;
typedef SpriteMap = Matrix<int>;
typedef Sprite = Matrix<int>;
class Sprite {
final Uint8List pixels;
typedef Wall = Sprite;
Sprite(this.pixels);
typedef Level = Matrix<int>;
// Factory to convert your 2D matrices into a 1D array during load time
factory Sprite.fromMatrix(Matrix<int> matrix) {
final pixels = Uint8List(64 * 64);
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
pixels[x * 64 + y] = matrix[x][y];
}
}
return Sprite(pixels);
}
}

View File

@@ -2,8 +2,8 @@ import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
class WolfLevel {
final String name;
final Sprite wallGrid;
final Sprite objectGrid;
final SpriteMap wallGrid;
final SpriteMap objectGrid;
final int musicIndex;
const WolfLevel({

View File

@@ -4,10 +4,12 @@
library;
export 'src/cardinal_direction.dart' show CardinalDirection;
export 'src/color_palette.dart' show ColorPalette;
export 'src/coordinate_2d.dart' show Coordinate2D;
export 'src/difficulty.dart' show Difficulty;
export 'src/enemy_map_data.dart' show EnemyMapData;
export 'src/episode.dart' show Episode;
export 'src/frame_buffer.dart' show FrameBuffer;
export 'src/game_file.dart' show GameFile;
export 'src/game_version.dart' show GameVersion;
export 'src/image.dart' show VgaImage;

View File

@@ -12,7 +12,7 @@ class DoorManager {
DoorManager({required this.onPlaySound});
void initDoors(Sprite wallGrid) {
void initDoors(SpriteMap wallGrid) {
doors.clear();
for (int y = 0; y < wallGrid.length; y++) {
for (int x = 0; x < wallGrid[y].length; x++) {

View File

@@ -18,7 +18,7 @@ class PushwallManager {
final Map<String, Pushwall> pushwalls = {};
Pushwall? activePushwall;
void initPushwalls(Sprite wallGrid, Sprite objectGrid) {
void initPushwalls(SpriteMap wallGrid, SpriteMap objectGrid) {
pushwalls.clear();
activePushwall = null;
@@ -31,7 +31,7 @@ class PushwallManager {
}
}
void update(Duration elapsed, Sprite wallGrid) {
void update(Duration elapsed, SpriteMap wallGrid) {
if (activePushwall == null) return;
final pw = activePushwall!;
@@ -84,7 +84,7 @@ class PushwallManager {
double playerX,
double playerY,
double playerAngle,
Sprite wallGrid,
SpriteMap wallGrid,
) {
// Only one pushwall can move at a time in the original engine!
if (activePushwall != null) return;

View File

@@ -1,65 +1,53 @@
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
import 'package:wolf_3d_renderer/color_palette.dart';
class RaycasterPainter extends CustomPainter {
final Level map;
final List<Sprite> textures;
final Player player;
final double fov;
final Map<String, double> doorOffsets;
final Pushwall? activePushwall;
final List<Sprite> sprites;
final List<Entity> entities;
class SoftwareRasterizer {
// Pre-calculated VGA colors for ceiling and floor
final int ceilingColor = ColorPalette.vga32Bit[25];
final int floorColor = ColorPalette.vga32Bit[29];
RaycasterPainter({
required this.map,
required this.textures,
required this.player,
required this.fov,
required this.doorOffsets,
this.activePushwall,
required this.sprites,
required this.entities,
});
void render(WolfEngine engine, FrameBuffer buffer) {
// 1. Wipe the screen clean with ceiling and floor colors
_clearScreen(buffer);
@override
void paint(Canvas canvas, Size size) {
final Paint bgPaint = Paint()..isAntiAlias = false;
// 2. We need a Z-Buffer (1D array mapping to screen width) so sprites
// know if they are hiding behind a wall slice.
List<double> zBuffer = List.filled(buffer.width, 0.0);
// 1. Draw Ceiling & Floor
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height / 2),
bgPaint..color = Colors.blueGrey[900]!,
);
canvas.drawRect(
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
bgPaint..color = Colors.brown[900]!,
);
// 3. Do the math and draw the walls, filling the Z-Buffer as we go
_castWalls(engine, buffer, zBuffer);
const int renderWidth = 320;
double columnWidth = size.width / renderWidth;
// 4. Draw the entities/sprites
_castSprites(engine, buffer, zBuffer);
}
final Paint columnPaint = Paint()
..isAntiAlias = false
..strokeWidth = columnWidth + 0.5;
void _clearScreen(FrameBuffer buffer) {
int halfScreen = (buffer.width * buffer.height) ~/ 2;
buffer.pixels.fillRange(0, halfScreen, ceilingColor);
buffer.pixels.fillRange(halfScreen, buffer.pixels.length, floorColor);
}
List<double> zBuffer = List.filled(renderWidth, 0.0);
void _castWalls(WolfEngine engine, FrameBuffer buffer, List<double> zBuffer) {
final double fov = math.pi / 3;
final Player player = engine.player;
final SpriteMap map = engine.currentLevel;
// Fetch dynamic states from the managers
final Map<String, double> doorOffsets = engine.doorManager
.getOffsetsForRenderer();
final Pushwall? activePushwall = engine.pushwallManager.activePushwall;
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
// --- 1. CAST WALLS ---
for (int x = 0; x < renderWidth; x++) {
double cameraX = 2 * x / renderWidth - 1.0;
for (int x = 0; x < buffer.width; x++) {
double cameraX = 2 * x / buffer.width - 1.0;
Coordinate2D rayDir = dir + (plane * cameraX);
int mapX = player.x.toInt();
@@ -78,8 +66,8 @@ class RaycasterPainter extends CustomPainter {
int side = 0;
int hitWallId = 0;
double textureOffset = 0.0; // Replaces doorOffset to handle both
bool customDistCalculated = false; // Flag to skip standard distance
double textureOffset = 0.0;
bool customDistCalculated = false;
Set<String> ignoredDoors = {};
if (rayDir.x < 0) {
@@ -97,7 +85,7 @@ class RaycasterPainter extends CustomPainter {
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
}
// DDA Loop
// --- DDA LOOP ---
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
@@ -118,7 +106,7 @@ class RaycasterPainter extends CustomPainter {
} else if (map[mapY][mapX] > 0) {
String mapKey = '$mapX,$mapY';
// --- DOOR LOGIC ---
// DOOR LOGIC
if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
double currentOffset = doorOffsets[mapKey] ?? 0.0;
if (currentOffset > 0.0) {
@@ -131,37 +119,35 @@ class RaycasterPainter extends CustomPainter {
wallXTemp -= wallXTemp.floor();
if (wallXTemp < currentOffset) {
ignoredDoors.add(mapKey);
continue; // Ray passed through the open door gap
continue;
}
}
hit = true;
hitWallId = map[mapY][mapX];
textureOffset = currentOffset;
}
// --- PUSHWALL LOGIC ---
// PUSHWALL LOGIC
else if (activePushwall != null &&
mapX == activePushwall!.x &&
mapY == activePushwall!.y) {
mapX == activePushwall.x &&
mapY == activePushwall.y) {
hit = true;
hitWallId = map[mapY][mapX];
double pOffset = activePushwall!.offset;
int pDirX = activePushwall!.dirX;
int pDirY = activePushwall!.dirY;
double pOffset = activePushwall.offset;
int pDirX = activePushwall.dirX;
int pDirY = activePushwall.dirY;
perpWallDist = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
// Did we hit the face that is being pushed deeper?
if (side == 0 && pDirX != 0) {
if (pDirX == stepX) {
double intersect = perpWallDist + pOffset * deltaDistX;
if (intersect < sideDistY) {
perpWallDist = intersect; // Hit the recessed front face
perpWallDist = intersect;
} else {
side =
1; // Missed the front face, hit the newly exposed side!
side = 1;
perpWallDist = sideDistY - deltaDistY;
}
} else {
@@ -180,7 +166,6 @@ class RaycasterPainter extends CustomPainter {
perpWallDist -= (1.0 - pOffset) * deltaDistY;
}
} else {
// We hit the side of the sliding block. Did the ray slip behind it?
double wallFraction = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
@@ -189,23 +174,17 @@ class RaycasterPainter extends CustomPainter {
if (side == 0) {
if (pDirY == 1 && wallFraction < pOffset) hit = false;
if (pDirY == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) {
textureOffset =
pOffset * pDirY; // Stick the texture to the block
}
if (hit) textureOffset = pOffset * pDirY;
} else {
if (pDirX == 1 && wallFraction < pOffset) hit = false;
if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) {
textureOffset =
pOffset * pDirX; // Stick the texture to the block
}
if (hit) textureOffset = pOffset * pDirX;
}
}
if (!hit) continue; // The ray slipped past! Keep looping.
customDistCalculated = true; // Lock in our custom distance math
if (!hit) continue;
customDistCalculated = true;
}
// --- STANDARD WALL ---
// STANDARD WALL
else {
hit = true;
hitWallId = map[mapY][mapX];
@@ -215,7 +194,6 @@ class RaycasterPainter extends CustomPainter {
if (hitOutOfBounds) continue;
// Apply standard math ONLY if we didn't calculate a sub-tile pushwall distance
if (!customDistCalculated) {
if (side == 0) {
perpWallDist = (sideDistX - deltaDistX);
@@ -224,6 +202,7 @@ class RaycasterPainter extends CustomPainter {
}
}
// Log the distance so sprites know if they are occluded
zBuffer[x] = perpWallDist;
double wallX = (side == 0)
@@ -231,32 +210,91 @@ class RaycasterPainter extends CustomPainter {
: player.x + perpWallDist * rayDir.x;
wallX -= wallX.floor();
double drawX = x * columnWidth;
_drawTexturedColumn(
canvas,
drawX,
x,
perpWallDist,
wallX,
side,
size,
hitWallId,
textures,
engine.data.walls, // Wall textures
textureOffset,
columnPaint,
buffer,
player.angle,
);
}
}
// --- 2. DRAW SPRITES ---
// (Keep your existing sprite rendering logic exactly the same)
List<Entity> activeSprites = List.from(entities);
void _drawTexturedColumn(
int x,
double distance,
double wallX,
int side,
int hitWallId,
List<Sprite> textures,
double textureOffset,
FrameBuffer buffer,
double playerAngle,
) {
if (distance <= 0.01) distance = 0.01;
int lineHeight = (buffer.height / distance).toInt();
int drawStart = -lineHeight ~/ 2 + buffer.height ~/ 2;
if (drawStart < 0) drawStart = 0;
int drawEnd = lineHeight ~/ 2 + buffer.height ~/ 2;
if (drawEnd >= buffer.height) drawEnd = buffer.height - 1;
int texNum;
if (hitWallId >= 90) {
texNum = 98.clamp(0, textures.length - 1);
} else {
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
}
int texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
if (side == 0 && math.cos(playerAngle) > 0) texX = 63 - texX;
if (side == 1 && math.sin(playerAngle) < 0) texX = 63 - texX;
double step = 64.0 / lineHeight;
double texPos = (drawStart - buffer.height / 2 + lineHeight / 2) * step;
Sprite texture = textures[texNum];
for (int y = drawStart; y < drawEnd; y++) {
int texY = texPos.toInt() & 63;
texPos += step;
int colorByte = texture.pixels[texX * 64 + texY];
int color32 = ColorPalette.vga32Bit[colorByte];
buffer.pixels[y * buffer.width + x] = color32;
}
}
void _castSprites(
WolfEngine engine,
FrameBuffer buffer,
List<double> zBuffer,
) {
final Player player = engine.player;
final List<Entity> activeSprites = List.from(engine.entities);
// Sort entities from furthest to closest (Painter's Algorithm)
activeSprites.sort((a, b) {
double distA = player.position.distanceTo(a.position);
double distB = player.position.distanceTo(b.position);
return distB.compareTo(distA);
});
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane =
Coordinate2D(-dir.y, dir.x) * math.tan((math.pi / 3) / 2);
for (Entity entity in activeSprites) {
Coordinate2D spritePos = entity.position - player.position;
@@ -266,104 +304,55 @@ class RaycasterPainter extends CustomPainter {
invDet * (-plane.y * spritePos.x + plane.x * spritePos.y);
if (transformY > 0) {
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
int spriteScreenX = ((buffer.width / 2) * (1 + transformX / transformY))
.toInt();
int spriteHeight = (size.height / transformY).abs().toInt();
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
int spriteHeight = (buffer.height / transformY).abs().toInt();
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
// In 1x1 buffer pixels, the width of the sprite is equal to its height
int spriteWidth = spriteHeight;
int drawStartY = -spriteHeight ~/ 2 + buffer.height ~/ 2;
if (drawStartY < 0) drawStartY = 0;
int drawEndY = spriteHeight ~/ 2 + buffer.height ~/ 2;
if (drawEndY >= buffer.height) drawEndY = buffer.height - 1;
int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(renderWidth - 1, drawEndX);
int clipEndX = math.min(buffer.width - 1, drawEndX);
int safeIndex = entity.spriteIndex.clamp(
0,
engine.data.sprites.length - 1,
);
Sprite spritePixels = engine.data.sprites[safeIndex];
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
// Z-Buffer Check! Only draw the vertical stripe if it's in front of the wall
if (transformY < zBuffer[stripe]) {
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
int texX = texXDouble.toInt().clamp(0, 63);
int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
double startY = (size.height / 2) - (spriteHeight / 2);
double stepY = spriteHeight / 64.0;
double drawX = stripe * columnWidth;
double step = 64.0 / spriteHeight;
double texPos =
(drawStartY - buffer.height / 2 + spriteHeight / 2) * step;
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
Sprite spritePixels = sprites[safeIndex];
for (int y = drawStartY; y < drawEndY; y++) {
int texY = texPos.toInt() & 63;
texPos += step;
for (int ty = 0; ty < 64; ty++) {
int colorByte = spritePixels[texX][ty];
int colorByte = spritePixels.pixels[texX * 64 + texY];
if (colorByte != 255) {
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
columnPaint.color = ColorPalette.vga[colorByte];
canvas.drawLine(
Offset(drawX, startY),
Offset(drawX, endY),
columnPaint,
);
}
// 255 is transparent
buffer.pixels[y * buffer.width + stripe] =
ColorPalette.vga32Bit[colorByte];
}
startY += stepY;
}
}
}
}
}
}
void _drawTexturedColumn(
Canvas canvas,
double drawX,
double distance,
double wallX,
int side,
Size size,
int hitWallId,
List<Sprite> textures,
double textureOffset,
Paint paint,
) {
if (distance <= 0.01) distance = 0.01;
double wallHeight = size.height / distance;
int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
int texNum;
int texX;
if (hitWallId >= 90) {
// DOORS
texNum = 98.clamp(0, textures.length - 1);
texX = ((wallX - textureOffset) * 64).toInt().clamp(0, 63);
} else {
// WALLS & PUSHWALLS
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
// We apply the modulo % 1.0 to handle negative texture offsets smoothly!
texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
}
if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
double startY = drawStart.toDouble();
double stepY = wallHeight / 64.0;
for (int ty = 0; ty < 64; ty++) {
int colorByte = textures[texNum][texX][ty];
paint.color = ColorPalette.vga[colorByte];
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
canvas.drawLine(Offset(drawX, startY), Offset(drawX, endY), paint);
}
startY += stepY;
}
}
@override
bool shouldRepaint(RaycasterPainter oldDelegate) => true;
}

View File

@@ -31,7 +31,7 @@ class WolfEngine {
// State
late Player player;
late Level currentLevel;
late SpriteMap currentLevel;
late WolfLevel activeLevel;
List<Entity> entities = [];
@@ -93,7 +93,7 @@ class WolfEngine {
activeLevel = episode.levels[_currentLevelIndex];
currentLevel = List.generate(64, (y) => List.from(activeLevel.wallGrid[y]));
final Level objectLevel = activeLevel.objectGrid;
final SpriteMap objectLevel = activeLevel.objectGrid;
doorManager.initDoors(currentLevel);

View File

@@ -8,4 +8,5 @@ export 'src/engine_input.dart';
export 'src/managers/door_manager.dart';
export 'src/managers/pushwall_manager.dart';
export 'src/player/player.dart';
export 'src/rasterizer.dart';
export 'src/wolf_3d_engine_base.dart';

View File

@@ -1,293 +0,0 @@
import 'dart:math';
import 'package:flutter/material.dart';
extension WolfPaletteMatch on Color {
/// Finds the index of the closest color in the wolfPalette
int findClosestIndex(List<Color> palette) {
int closestIndex = 0;
double minDistance = double.infinity;
for (int i = 0; i < palette.length; i++) {
final Color pColor = palette[i];
// Calculate squared Euclidean distance (skipping sqrt for performance)
double distance =
pow(r - pColor.r, 2).toDouble() +
pow(g - pColor.g, 2).toDouble() +
pow(b - pColor.b, 2).toDouble();
if (distance < minDistance) {
minDistance = distance;
closestIndex = i;
}
}
return closestIndex;
}
/// Returns the actual Color object from the palette that matches best
Color toWolfColor(List<Color> palette) {
return palette[findClosestIndex(palette)];
}
}
abstract class ColorPalette {
static const List<Color> vga = [
Color(0xFF000000),
Color(0xFF0000AA),
Color(0xFF00AA00),
Color(0xFF00AAAA),
Color(0xFFAA0000),
Color(0xFFAA00AA),
Color(0xFFAA5500),
Color(0xFFAAAAAA),
Color(0xFF555555),
Color(0xFF5555FF),
Color(0xFF55FF55),
Color(0xFF55FFFF),
Color(0xFFFF5555),
Color(0xFFFF55FF),
Color(0xFFFFFF55),
Color(0xFFFFFFFF),
Color(0xFFEEEEEE),
Color(0xFFDEDEDE),
Color(0xFFD2D2D2),
Color(0xFFC2C2C2),
Color(0xFFB6B6B6),
Color(0xFFAAAAAA),
Color(0xFF999999),
Color(0xFF8D8D8D),
Color(0xFF7D7D7D),
Color(0xFF717171),
Color(0xFF656565),
Color(0xFF555555),
Color(0xFF484848),
Color(0xFF383838),
Color(0xFF2C2C2C),
Color(0xFF202020),
Color(0xFFFF0000),
Color(0xFFEE0000),
Color(0xFFE20000),
Color(0xFFD60000),
Color(0xFFCA0000),
Color(0xFFBE0000),
Color(0xFFB20000),
Color(0xFFA50000),
Color(0xFF990000),
Color(0xFF890000),
Color(0xFF7D0000),
Color(0xFF710000),
Color(0xFF650000),
Color(0xFF590000),
Color(0xFF4C0000),
Color(0xFF400000),
Color(0xFFFFDADA),
Color(0xFFFFBABA),
Color(0xFFFF9D9D),
Color(0xFFFF7D7D),
Color(0xFFFF5D5D),
Color(0xFFFF4040),
Color(0xFFFF2020),
Color(0xFFFF0000),
Color(0xFFFFAA5D),
Color(0xFFFF9940),
Color(0xFFFF8920),
Color(0xFFFF7900),
Color(0xFFE66D00),
Color(0xFFCE6100),
Color(0xFFB65500),
Color(0xFF9D4C00),
Color(0xFFFFFFDA),
Color(0xFFFFFFBA),
Color(0xFFFFFF9D),
Color(0xFFFFFF7D),
Color(0xFFFFFA5D),
Color(0xFFFFF640),
Color(0xFFFFF620),
Color(0xFFFFF600),
Color(0xFFE6DA00),
Color(0xFFCEC600),
Color(0xFFB6AE00),
Color(0xFF9D9D00),
Color(0xFF858500),
Color(0xFF716D00),
Color(0xFF595500),
Color(0xFF404000),
Color(0xFFD2FF5D),
Color(0xFFC6FF40),
Color(0xFFB6FF20),
Color(0xFFA1FF00),
Color(0xFF91E600),
Color(0xFF81CE00),
Color(0xFF75B600),
Color(0xFF619D00),
Color(0xFFDAFFDA),
Color(0xFFBEFFBA),
Color(0xFF9DFF9D),
Color(0xFF81FF7D),
Color(0xFF61FF5D),
Color(0xFF40FF40),
Color(0xFF20FF20),
Color(0xFF00FF00),
Color(0xFF00FF00),
Color(0xFF00EE00),
Color(0xFF00E200),
Color(0xFF00D600),
Color(0xFF04CA00),
Color(0xFF04BE00),
Color(0xFF04B200),
Color(0xFF04A500),
Color(0xFF049900),
Color(0xFF048900),
Color(0xFF047D00),
Color(0xFF047100),
Color(0xFF046500),
Color(0xFF045900),
Color(0xFF044C00),
Color(0xFF044000),
Color(0xFFDAFFFF),
Color(0xFFBAFFFF),
Color(0xFF9DFFFF),
Color(0xFF7DFFFA),
Color(0xFF5DFFFF),
Color(0xFF40FFFF),
Color(0xFF20FFFF),
Color(0xFF00FFFF),
Color(0xFF00E6E6),
Color(0xFF00CECE),
Color(0xFF00B6B6),
Color(0xFF009D9D),
Color(0xFF008585),
Color(0xFF007171),
Color(0xFF005959),
Color(0xFF004040),
Color(0xFF5DBEFF),
Color(0xFF40B2FF),
Color(0xFF20AAFF),
Color(0xFF009DFF),
Color(0xFF008DE6),
Color(0xFF007DCE),
Color(0xFF006DB6),
Color(0xFF005D9D),
Color(0xFFDADADA),
Color(0xFFBABEFF),
Color(0xFF9D9DFF),
Color(0xFF7D81FF),
Color(0xFF5D61FF),
Color(0xFF4040FF),
Color(0xFF2024FF),
Color(0xFF0004FF),
Color(0xFF0000FF),
Color(0xFF0000EE),
Color(0xFF0000E2),
Color(0xFF0000D6),
Color(0xFF0000CA),
Color(0xFF0000BE),
Color(0xFF0000B2),
Color(0xFF0000A5),
Color(0xFF000099),
Color(0xFF000089),
Color(0xFF00007D),
Color(0xFF000071),
Color(0xFF000065),
Color(0xFF000059),
Color(0xFF00004C),
Color(0xFF000040),
Color(0xFF282828),
Color(0xFFFFE234),
Color(0xFFFFD624),
Color(0xFFFFCE18),
Color(0xFFFFC208),
Color(0xFFFFB600),
Color(0xFFB620FF),
Color(0xFFAA00FF),
Color(0xFF9900E6),
Color(0xFF8100CE),
Color(0xFF7500B6),
Color(0xFF61009D),
Color(0xFF500085),
Color(0xFF440071),
Color(0xFF340059),
Color(0xFF280040),
Color(0xFFFFDAFF),
Color(0xFFFFBAFF),
Color(0xFFFF9DFF),
Color(0xFFFF7DFF),
Color(0xFFFF5DFF),
Color(0xFFFF40FF),
Color(0xFFFF20FF),
Color(0xFFFF00FF),
Color(0xFFE200E6),
Color(0xFFCA00CE),
Color(0xFFB600B6),
Color(0xFF9D009D),
Color(0xFF850085),
Color(0xFF6D0071),
Color(0xFF590059),
Color(0xFF400040),
Color(0xFFFFEADE),
Color(0xFFFFE2D2),
Color(0xFFFFDAC6),
Color(0xFFFFD6BE),
Color(0xFFFFCEB2),
Color(0xFFFFC6A5),
Color(0xFFFFBE9D),
Color(0xFFFFBA91),
Color(0xFFFFB281),
Color(0xFFFA571F),
Color(0xFFFF9D61),
Color(0xFFF2955D),
Color(0xFFEA8D59),
Color(0xFFDE8955),
Color(0xFFD28150),
Color(0xFFCA7D4C),
Color(0xFFBE7948),
Color(0xFFB67144),
Color(0xFFAA6940),
Color(0xFFA1653C),
Color(0xFF9D6138),
Color(0xFF915D34),
Color(0xFF895930),
Color(0xFF81502C),
Color(0xFF754C28),
Color(0xFF6D4824),
Color(0xFF5D4020),
Color(0xFF553C1C),
Color(0xFF483818),
Color(0xFF403018),
Color(0xFF382C14),
Color(0xFF28200C),
Color(0xFF610065),
Color(0xFF006565),
Color(0xFF006161),
Color(0xFF00001C),
Color(0xFF00002C),
Color(0xFF302410),
Color(0xFF480048),
Color(0xFF500050),
Color(0xFF000034),
Color(0xFF1C1C1C),
Color(0xFF4C4C4C),
Color(0xFF5D5D5D),
Color(0xFF404040),
Color(0xFF303030),
Color(0xFF343434),
Color(0xFFDAF6F6),
Color(0xFFBAEAEA),
Color(0xFF9DDEDE),
Color(0xFF75CACA),
Color(0xFF48C2C2),
Color(0xFF20B6B6),
Color(0xFF20B2B2),
Color(0xFF00A5A5),
Color(0xFF009999),
Color(0xFF008D8D),
Color(0xFF008585),
Color(0xFF007D7D),
Color(0xFF007979),
Color(0xFF007575),
Color(0xFF007171),
Color(0xFF006D6D),
Color(0xFF990089),
];
}

View File

@@ -1,6 +1,5 @@
import 'package:flutter/material.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_renderer/color_palette.dart';
class WeaponPainter extends CustomPainter {
final Sprite? sprite;
@@ -24,11 +23,11 @@ class WeaponPainter extends CustomPainter {
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
int colorByte = sprite![x][y];
int colorByte = sprite!.pixels[x * 64 + y];
if (colorByte != 255) {
// 255 is our transparent magenta
_paint.color = ColorPalette.vga[colorByte];
_paint.color = Color(ColorPalette.vga32Bit[colorByte]);
canvas.drawRect(
Rect.fromLTWH(

View File

@@ -1,4 +1,4 @@
import 'dart:math' as math;
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
@@ -6,7 +6,6 @@ import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_input/wolf_3d_input.dart';
import 'package:wolf_3d_renderer/hud.dart';
import 'package:wolf_3d_renderer/raycast_painter.dart';
import 'package:wolf_3d_renderer/weapon_painter.dart';
class WolfRenderer extends StatefulWidget {
@@ -29,22 +28,23 @@ class WolfRenderer extends StatefulWidget {
class _WolfRendererState extends State<WolfRenderer>
with SingleTickerProviderStateMixin {
// 1. The input reader
final WolfInput inputManager = WolfInput();
// 2. The central brain of the game
late final WolfEngine engine;
late Ticker _gameLoop;
final FocusNode _focusNode = FocusNode();
final double fov = math.pi / 3;
// --- NEW RASTERIZER STATE ---
// Lock the internal rendering resolution to the classic 320x200
final FrameBuffer _frameBuffer = FrameBuffer(320, 200);
final SoftwareRasterizer _rasterizer = SoftwareRasterizer();
ui.Image? _renderedFrame;
bool _isRendering = false;
@override
void initState() {
super.initState();
// Initialize the engine and hand over all the data and dependencies
engine = WolfEngine(
data: widget.data,
difficulty: widget.difficulty,
@@ -57,33 +57,56 @@ class _WolfRendererState extends State<WolfRenderer>
engine.init();
// Start the loop
_gameLoop = createTicker(_tick)..start();
_focusNode.requestFocus();
}
// --- ORCHESTRATOR ---
void _tick(Duration elapsed) {
// 1. Read the keyboard state
inputManager.update();
if (!engine.isInitialized) return;
// 2. Let the engine do all the math, physics, collision, and logic!
inputManager.update();
engine.tick(elapsed, inputManager.currentInput);
// 3. Force a UI repaint using the newly updated engine state
setState(() {});
// Only start rendering a new frame if the previous one is finished.
// This prevents memory leaks and stuttering on lower-end hardware!
if (!_isRendering) {
_isRendering = true;
// 1. Crunch the math and fill the 1D memory array
_rasterizer.render(engine, _frameBuffer);
// 2. Convert the raw Uint32List memory into a Flutter ui.Image
ui.decodeImageFromPixels(
// Extract the underlying byte buffer from our 32-bit integer array
_frameBuffer.pixels.buffer.asUint8List(),
_frameBuffer.width,
_frameBuffer.height,
ui.PixelFormat.rgba8888, // Standard 32-bit color format
(ui.Image image) {
if (mounted) {
setState(() {
// ALWAYS dispose the old frame before assigning the new one
// to prevent massive memory leaks on the GPU!
_renderedFrame?.dispose();
_renderedFrame = image;
});
}
_isRendering = false;
},
);
}
}
@override
void dispose() {
_gameLoop.dispose();
_focusNode.dispose();
_renderedFrame?.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
// Wait for the engine to finish parsing the level
if (!engine.isInitialized) {
return const Center(child: CircularProgressIndicator(color: Colors.teal));
}
@@ -104,30 +127,18 @@ class _WolfRendererState extends State<WolfRenderer>
aspectRatio: 16 / 10,
child: Stack(
children: [
// --- 3D WORLD ---
// --- 3D WORLD (PIXEL BUFFER) ---
CustomPaint(
size: Size(
constraints.maxWidth,
constraints.maxHeight,
),
painter: RaycasterPainter(
// Read state directly from the engine
map: engine.currentLevel,
textures: widget.data.walls,
player: engine.player,
fov: fov,
doorOffsets: engine.doorManager
.getOffsetsForRenderer(),
entities: engine.entities,
sprites: widget.data.sprites,
activePushwall:
engine.pushwallManager.activePushwall,
),
painter: BufferPainter(_renderedFrame),
),
// --- FIRST PERSON WEAPON ---
Positioned(
bottom: -20,
bottom: 0,
left: 0,
right: 0,
child: Center(
@@ -171,8 +182,6 @@ class _WolfRendererState extends State<WolfRenderer>
},
),
),
// --- UI ---
Hud(player: engine.player),
],
),
@@ -180,3 +189,34 @@ class _WolfRendererState extends State<WolfRenderer>
);
}
}
// --- DEAD SIMPLE PAINTER ---
// It literally just stretches the 320x200 image to fill the screen
class BufferPainter extends CustomPainter {
final ui.Image? frame;
BufferPainter(this.frame);
@override
void paint(Canvas canvas, Size size) {
if (frame == null) return;
// FilterQuality.none guarantees the classic, chunky, un-blurred pixels!
final Paint paint = Paint()..filterQuality = FilterQuality.none;
final Rect srcRect = Rect.fromLTWH(
0,
0,
frame!.width.toDouble(),
frame!.height.toDouble(),
);
final Rect dstRect = Rect.fromLTWH(0, 0, size.width, size.height);
canvas.drawImageRect(frame!, srcRect, dstRect, paint);
}
@override
bool shouldRepaint(covariant BufferPainter oldDelegate) {
return oldDelegate.frame != frame;
}
}