Moved the weapon and damage flash to the rasterizer.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-16 00:09:23 +01:00
parent 752c143234
commit a73a36e21d
2 changed files with 74 additions and 61 deletions

View File

@@ -10,18 +10,18 @@ class SoftwareRasterizer {
final int floorColor = ColorPalette.vga32Bit[29]; final int floorColor = ColorPalette.vga32Bit[29];
void render(WolfEngine engine, FrameBuffer buffer) { void render(WolfEngine engine, FrameBuffer buffer) {
// 1. Wipe the screen clean with ceiling and floor colors
_clearScreen(buffer); _clearScreen(buffer);
// 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); List<double> zBuffer = List.filled(buffer.width, 0.0);
// 3. Do the math and draw the walls, filling the Z-Buffer as we go
_castWalls(engine, buffer, zBuffer); _castWalls(engine, buffer, zBuffer);
// 4. Draw the entities/sprites
_castSprites(engine, buffer, zBuffer); _castSprites(engine, buffer, zBuffer);
// NEW: Draw the weapon on top of the 3D world
_drawWeapon(engine, buffer);
// NEW: Apply the full-screen damage tint last
_drawDamageFlash(engine, buffer);
} }
void _clearScreen(FrameBuffer buffer) { void _clearScreen(FrameBuffer buffer) {
@@ -355,4 +355,69 @@ class SoftwareRasterizer {
} }
} }
} }
void _drawWeapon(WolfEngine engine, FrameBuffer buffer) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
// Dropped the scale from 4 to 2 (a 50% reduction in size)
const int scale = 2;
const int weaponWidth = 64 * scale;
const int weaponHeight = 64 * scale;
int startX = (buffer.width ~/ 2) - (weaponWidth ~/ 2);
// Kept the grounding to the bottom of the screen
int startY =
buffer.height - weaponHeight + (engine.player.weaponAnimOffset ~/ 2);
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
int colorByte = weaponSprite.pixels[x * 64 + y];
if (colorByte != 255) {
int color32 = ColorPalette.vga32Bit[colorByte];
for (int sx = 0; sx < scale; sx++) {
for (int sy = 0; sy < scale; sy++) {
int drawX = startX + (x * scale) + sx;
int drawY = startY + (y * scale) + sy;
if (drawX >= 0 &&
drawX < buffer.width &&
drawY >= 0 &&
drawY < buffer.height) {
buffer.pixels[drawY * buffer.width + drawX] = color32;
}
}
}
}
}
}
}
void _drawDamageFlash(WolfEngine engine, FrameBuffer buffer) {
if (engine.damageFlashOpacity <= 0) return;
int alpha = (engine.damageFlashOpacity * 256).toInt().clamp(0, 256);
int invAlpha = 256 - alpha;
for (int i = 0; i < buffer.pixels.length; i++) {
int color = buffer.pixels[i];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
int a = (color >> 24) & 0xFF;
// Blend with Red
r = ((r * invAlpha) + (255 * alpha)) >> 8;
g = (g * invAlpha) >> 8;
b = (b * invAlpha) >> 8;
buffer.pixels[i] = (a << 24) | (b << 16) | (g << 8) | r;
}
}
} }

View File

@@ -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_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_input/wolf_3d_input.dart'; import 'package:wolf_3d_input/wolf_3d_input.dart';
import 'package:wolf_3d_renderer/hud.dart'; import 'package:wolf_3d_renderer/hud.dart';
import 'package:wolf_3d_renderer/weapon_painter.dart';
class WolfRenderer extends StatefulWidget { class WolfRenderer extends StatefulWidget {
const WolfRenderer( const WolfRenderer(
@@ -125,57 +124,9 @@ class _WolfRendererState extends State<WolfRenderer>
return Center( return Center(
child: AspectRatio( child: AspectRatio(
aspectRatio: 16 / 10, aspectRatio: 16 / 10,
child: Stack( child: CustomPaint(
children: [ size: Size(constraints.maxWidth, constraints.maxHeight),
// --- 3D WORLD (PIXEL BUFFER) --- painter: BufferPainter(_renderedFrame),
CustomPaint(
size: Size(
constraints.maxWidth,
constraints.maxHeight,
),
painter: BufferPainter(_renderedFrame),
),
// --- FIRST PERSON WEAPON ---
Positioned(
bottom: 0,
left: 0,
right: 0,
child: Center(
child: Transform.translate(
offset: Offset(
0,
engine.player.weaponAnimOffset,
),
child: SizedBox(
width: 500,
height: 500,
child: CustomPaint(
painter: WeaponPainter(
sprite:
widget.data.sprites[engine
.player
.currentWeapon
.getCurrentSpriteIndex(
widget.data.sprites.length,
)],
),
),
),
),
),
),
// --- DAMAGE FLASH ---
if (engine.damageFlashOpacity > 0)
Positioned.fill(
child: Container(
color: Colors.red.withValues(
alpha: engine.damageFlashOpacity,
),
),
),
],
), ),
), ),
); );
@@ -190,8 +141,6 @@ class _WolfRendererState extends State<WolfRenderer>
} }
} }
// --- DEAD SIMPLE PAINTER ---
// It literally just stretches the 320x200 image to fill the screen
class BufferPainter extends CustomPainter { class BufferPainter extends CustomPainter {
final ui.Image? frame; final ui.Image? frame;
@@ -201,7 +150,6 @@ class BufferPainter extends CustomPainter {
void paint(Canvas canvas, Size size) { void paint(Canvas canvas, Size size) {
if (frame == null) return; if (frame == null) return;
// FilterQuality.none guarantees the classic, chunky, un-blurred pixels!
final Paint paint = Paint()..filterQuality = FilterQuality.none; final Paint paint = Paint()..filterQuality = FilterQuality.none;
final Rect srcRect = Rect.fromLTWH( final Rect srcRect = Rect.fromLTWH(