Improve rendering

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 23:27:40 +01:00
parent a6a5cb705d
commit 895a997604
5 changed files with 227 additions and 93 deletions

View File

@@ -27,27 +27,29 @@ class RaycasterPainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
// Disable anti-aliasing for the background to prevent edge bleeding
final Paint bgPaint = Paint()..isAntiAlias = false;
// 1. Draw Ceiling & Floor
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height / 2),
Paint()..color = Colors.blueGrey[900]!,
bgPaint..color = Colors.blueGrey[900]!,
);
canvas.drawRect(
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
Paint()..color = Colors.brown[900]!,
bgPaint..color = Colors.brown[900]!,
);
// --- OPTIMIZATION: Lock to Retro Resolution ---
const int renderWidth = 320;
// Calculate how wide each column should be on the actual screen
double columnWidth = size.width / renderWidth;
// Create a single Paint object to reuse (massive performance boost)
// Add 0.5 to strokeWidth to prevent anti-aliasing seams between columns
final Paint columnPaint = Paint()..strokeWidth = columnWidth + 0.5;
// CRITICAL FIX: Disable anti-aliasing so edges remain perfectly sharp
final Paint columnPaint = Paint()
..isAntiAlias = false
..strokeWidth = columnWidth + 0.5;
// The 1D Z-Buffer locked to our render width
List<double> zBuffer = List.filled(renderWidth, 0.0);
double dirX = math.cos(player.angle);
@@ -153,12 +155,11 @@ class RaycasterPainter extends CustomPainter {
}
wallX -= wallX.floor();
// Pass the scaled drawX instead of the raw loop index
double drawX = x * columnWidth;
_drawTexturedColumn(
canvas,
drawX, // <-- Updated
drawX,
perpWallDist,
wallX,
side,
@@ -166,7 +167,7 @@ class RaycasterPainter extends CustomPainter {
hitWallId,
textures,
doorOffset,
columnPaint, // <-- Pass the reusable Paint object
columnPaint,
);
}
@@ -189,34 +190,24 @@ class RaycasterPainter extends CustomPainter {
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
if (transformY > 0) {
// Map sprite X to our 320 renderWidth
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
.toInt();
// Calculate height in REAL screen pixels
int spriteHeight = (size.height / transformY).abs().toInt();
// Calculate width in COLUMNS (320 space) to maintain the square aspect ratio
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
// Use the new column width for start/end points
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
// Clip to screen boundaries
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(renderWidth - 1, drawEndX);
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
// THE Z-BUFFER CHECK!
if (transformY < zBuffer[stripe]) {
// Map the texture X using the new column width!
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
int texX = texXDouble.toInt().clamp(0, 63);
double startY = (size.height / 2) - (spriteHeight / 2);
double stepY = spriteHeight / 64.0;
double drawX = stripe * columnWidth;
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
@@ -226,7 +217,9 @@ class RaycasterPainter extends CustomPainter {
int colorByte = spritePixels[texX][ty];
if (colorByte != 255) {
double endY = startY + stepY;
// ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
columnPaint.color = ColorPalette.vga[colorByte];
canvas.drawLine(
@@ -246,7 +239,7 @@ class RaycasterPainter extends CustomPainter {
void _drawTexturedColumn(
Canvas canvas,
double drawX, // <-- Receive scaled draw position
double drawX,
double distance,
double wallX,
int side,
@@ -254,7 +247,7 @@ class RaycasterPainter extends CustomPainter {
int hitWallId,
List<Matrix<int>> textures,
double doorOffset,
Paint paint, // <-- Receive reused Paint object
Paint paint,
) {
if (distance <= 0.01) distance = 0.01;
@@ -281,10 +274,10 @@ class RaycasterPainter extends CustomPainter {
for (int ty = 0; ty < 64; ty++) {
int colorByte = textures[texNum][texX][ty];
// Update the color of our shared paint object
paint.color = ColorPalette.vga[colorByte];
double endY = startY + stepY;
// ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
canvas.drawLine(
@@ -300,7 +293,8 @@ class RaycasterPainter extends CustomPainter {
@override
bool shouldRepaint(RaycasterPainter oldDelegate) {
return oldDelegate.player != player ||
oldDelegate.player.angle != player.angle;
// Because the Player object instance remains the same, a pure equality check fails.
// Given that your Ticker loop calls setState every frame, returning true is safest.
return true;
}
}