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