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

@@ -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;
}
}