feat: Add GLSL renderer and implement FPS overlay across rendering backends

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-19 19:12:39 +01:00
parent c62ea013ba
commit c8cd2cb144
9 changed files with 344 additions and 8 deletions

View File

@@ -7,6 +7,13 @@ import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_renderer/wolf_3d_ascii_renderer.dart';
import 'package:wolf_3d_renderer/wolf_3d_flutter_renderer.dart';
import 'package:wolf_3d_renderer/wolf_3d_glsl_renderer.dart';
enum _RendererMode {
software,
ascii,
glsl,
}
/// Launches a [WolfEngine] via [Wolf3d] and exposes renderer/input integrations.
class GameScreen extends StatefulWidget {
@@ -25,7 +32,7 @@ class GameScreen extends StatefulWidget {
class _GameScreenState extends State<GameScreen> {
late final WolfEngine _engine;
bool _useAsciiMode = false;
_RendererMode _rendererMode = _RendererMode.software;
@override
void initState() {
@@ -60,11 +67,7 @@ class _GameScreenState extends State<GameScreen> {
onPointerHover: widget.wolf3d.input.onPointerMove,
child: Stack(
children: [
// Keep both renderers behind the same engine so mode switching does
// not reset level state or audio playback.
_useAsciiMode
? WolfAsciiRenderer(engine: _engine)
: WolfFlutterRenderer(engine: _engine),
_buildRenderer(),
if (!_engine.isInitialized)
Container(
@@ -93,7 +96,7 @@ class _GameScreenState extends State<GameScreen> {
onKeyEvent: (node, event) {
if (event is KeyDownEvent &&
event.logicalKey == LogicalKeyboardKey.tab) {
setState(() => _useAsciiMode = !_useAsciiMode);
setState(_cycleRendererMode);
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
@@ -115,7 +118,7 @@ class _GameScreenState extends State<GameScreen> {
top: 16,
right: 16,
child: Text(
'TAB: Swap Renderer',
'TAB: ${_modeLabel(_rendererMode)}',
style: TextStyle(
color: Colors.white.withValues(alpha: 0.5),
),
@@ -129,4 +132,54 @@ class _GameScreenState extends State<GameScreen> {
),
);
}
Widget _buildRenderer() {
// Keep all renderers behind the same engine so mode switching does not
// reset level state or audio playback.
switch (_rendererMode) {
case _RendererMode.software:
return WolfFlutterRenderer(engine: _engine);
case _RendererMode.ascii:
return WolfAsciiRenderer(engine: _engine);
case _RendererMode.glsl:
return WolfGlslRenderer(
engine: _engine,
onUnavailable: _onGlslUnavailable,
);
}
}
void _cycleRendererMode() {
switch (_rendererMode) {
case _RendererMode.software:
_rendererMode = _RendererMode.ascii;
break;
case _RendererMode.ascii:
_rendererMode = _RendererMode.glsl;
break;
case _RendererMode.glsl:
_rendererMode = _RendererMode.software;
break;
}
}
void _onGlslUnavailable() {
if (!mounted || _rendererMode != _RendererMode.glsl) {
return;
}
setState(() {
_rendererMode = _RendererMode.software;
});
}
String _modeLabel(_RendererMode mode) {
switch (mode) {
case _RendererMode.software:
return 'Software';
case _RendererMode.ascii:
return 'ASCII';
case _RendererMode.glsl:
return 'GLSL';
}
}
}

View File

@@ -74,6 +74,12 @@ class WolfEngine {
/// Elapsed engine lifetime in milliseconds.
int get timeAliveMs => _timeAliveMs;
/// Exponential moving average of rendered frames per second.
double _smoothedFps = 0.0;
/// Current smoothed FPS, suitable for lightweight on-screen diagnostics.
double get fps => _smoothedFps;
/// The episode index where the game session begins.
final int? startingEpisode;
@@ -203,6 +209,14 @@ class WolfEngine {
// Trust the incoming delta time natively
_timeAliveMs += delta.inMilliseconds;
if (delta.inMicroseconds > 0) {
final double instantaneousFps = 1000000.0 / delta.inMicroseconds;
if (_smoothedFps <= 0.0) {
_smoothedFps = instantaneousFps;
} else {
_smoothedFps = (_smoothedFps * 0.88) + (instantaneousFps * 0.12);
}
}
// 1. Process User Input
input.update();

View File

@@ -351,6 +351,13 @@ class AsciiRenderer extends CliRendererBackend<dynamic> {
}
}
@override
void drawFpsOverlay(WolfEngine engine) {
const int textColor = 0xFFFFFFFF;
const int bgColor = 0xFF000000;
_writeString(1, 0, ' ${fpsLabel(engine)} ', textColor, bgColor);
}
@override
void drawMenu(WolfEngine engine) {
final int bgColor = _rgbToPaletteColor(engine.menuBackgroundRgb);

View File

@@ -79,6 +79,7 @@ abstract class RendererBackend<T>
if (engine.difficulty == null) {
drawMenu(engine);
drawFpsOverlay(engine);
return finalizeFrame();
}
@@ -88,6 +89,7 @@ abstract class RendererBackend<T>
// 3. Draw 2D overlays.
drawWeapon(engine);
drawHud(engine);
drawFpsOverlay(engine);
// 4. Finalize and return the frame data (Buffer or String/List).
return finalizeFrame();
@@ -139,6 +141,14 @@ abstract class RendererBackend<T>
/// Default implementation is a no-op for backends that don't support menus.
void drawMenu(WolfEngine engine) {}
/// Draws a small FPS diagnostic in the top-left corner.
///
/// Backends can override this to render text in their native format.
void drawFpsOverlay(WolfEngine engine) {}
/// Returns a compact FPS label used by renderer-specific overlays.
String fpsLabel(WolfEngine engine) => 'FPS ${engine.fps.round()}';
/// Plots a VGA image into this backend's HUD coordinate space.
///
/// Coordinates are in the original 320x200 HUD space. Backends that support

View File

@@ -333,6 +333,18 @@ class SixelRenderer extends CliRendererBackend<String> {
drawStandardVgaHud(engine);
}
@override
void drawFpsOverlay(WolfEngine engine) {
const int panelColor = 0;
const int textColor = 15;
final String label = fpsLabel(engine);
final int textWidth = WolfMenuFont.measureTextWidth(label, 1);
final int panelWidth = (textWidth + 8).clamp(16, 96);
_fillRect320(2, 2, panelWidth, 10, panelColor);
_drawMenuText(label, 4, 3, textColor, scale: 1);
}
@override
/// Blits a VGA image into the Sixel index buffer HUD space (320x200).
void blitHudVgaImage(VgaImage image, int startX320, int startY200) {

View File

@@ -121,6 +121,19 @@ class SoftwareRenderer extends RendererBackend<FrameBuffer> {
drawStandardVgaHud(engine);
}
@override
void drawFpsOverlay(WolfEngine engine) {
const int panelX = 2;
const int panelY = 2;
const int panelW = 72;
const int panelH = 10;
final int panelColor = ColorPalette.vga32Bit[0];
final int textColor = ColorPalette.vga32Bit[15];
_fillMenuPanel(panelX, panelY, panelW, panelH, panelColor);
_drawMenuText(fpsLabel(engine), panelX + 3, panelY + 1, textColor);
}
@override
/// Blits a VGA image into the software framebuffer HUD space (320x200).
void blitHudVgaImage(VgaImage image, int startX320, int startY200) {

View File

@@ -0,0 +1,182 @@
/// Flutter widget that applies a GLSL post-process over Wolf3D frames.
library;
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_renderer.dart';
import 'package:wolf_3d_renderer/base_renderer.dart';
import 'package:wolf_3d_renderer/wolf_3d_asset_painter.dart';
/// Displays software-rendered frames through a GLSL post-processing pass.
class WolfGlslRenderer extends BaseWolfRenderer {
/// Callback when shader loading fails and software fallback should be used.
final VoidCallback? onUnavailable;
/// Creates a GLSL renderer bound to [engine].
const WolfGlslRenderer({
required super.engine,
this.onUnavailable,
super.key,
});
@override
State<WolfGlslRenderer> createState() => _WolfGlslRendererState();
}
class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
static const int _renderWidth = 320;
static const int _renderHeight = 200;
final SoftwareRenderer _renderer = SoftwareRenderer();
ui.Image? _renderedFrame;
ui.FragmentProgram? _shaderProgram;
ui.FragmentShader? _shader;
bool _isRendering = false;
bool _isShaderUnavailable = false;
@override
void initState() {
super.initState();
if (widget.engine.frameBuffer.width != _renderWidth ||
widget.engine.frameBuffer.height != _renderHeight) {
widget.engine.setFrameBuffer(_renderWidth, _renderHeight);
}
_loadShader();
}
@override
Color get scaffoldColor => widget.engine.difficulty == null
? _colorFromRgb(widget.engine.menuBackgroundRgb)
: const Color.fromARGB(255, 4, 64, 64);
@override
void dispose() {
_renderedFrame?.dispose();
super.dispose();
}
@override
void performRender() {
if (_isRendering) {
return;
}
_isRendering = true;
final FrameBuffer frameBuffer = widget.engine.frameBuffer;
_renderer.render(widget.engine);
ui.decodeImageFromPixels(
frameBuffer.pixels.buffer.asUint8List(),
frameBuffer.width,
frameBuffer.height,
ui.PixelFormat.rgba8888,
(ui.Image image) {
if (mounted) {
setState(() {
_renderedFrame?.dispose();
_renderedFrame = image;
});
} else {
image.dispose();
}
_isRendering = false;
},
);
}
@override
Widget buildViewport(BuildContext context) {
if (_renderedFrame == null) {
return const CircularProgressIndicator(color: Colors.white24);
}
if (_isShaderUnavailable || _shader == null) {
// Keep frames visible even if GLSL initialization failed.
return Padding(
padding: const EdgeInsets.all(16.0),
child: AspectRatio(
aspectRatio: 4 / 3,
child: WolfAssetPainter.frame(_renderedFrame),
),
);
}
return Padding(
padding: const EdgeInsets.all(16.0),
child: AspectRatio(
aspectRatio: 4 / 3,
child: CustomPaint(
painter: _GlslFramePainter(
frame: _renderedFrame!,
shader: _shader!,
),
child: const SizedBox.expand(),
),
),
);
}
Future<void> _loadShader() async {
try {
final ui.FragmentProgram program = await ui.FragmentProgram.fromAsset(
'packages/wolf_3d_renderer/shaders/wolf_world.frag',
);
if (!mounted) {
return;
}
setState(() {
_shaderProgram = program;
_shader = _shaderProgram!.fragmentShader();
_isShaderUnavailable = false;
});
} catch (_) {
if (!mounted) {
return;
}
setState(() {
_isShaderUnavailable = true;
});
widget.onUnavailable?.call();
}
}
Color _colorFromRgb(int rgb) {
return Color(0xFF000000 | (rgb & 0x00FFFFFF));
}
}
class _GlslFramePainter extends CustomPainter {
final ui.Image frame;
final ui.FragmentShader shader;
_GlslFramePainter({
required this.frame,
required this.shader,
});
@override
void paint(Canvas canvas, Size size) {
final double texelX = frame.width > 0 ? 1.0 / frame.width : 1.0;
final double texelY = frame.height > 0 ? 1.0 / frame.height : 1.0;
shader
..setFloat(0, size.width)
..setFloat(1, size.height)
..setFloat(2, texelX)
..setFloat(3, texelY)
..setImageSampler(0, frame);
final Paint paint = Paint()
..shader = shader
..filterQuality = FilterQuality.none;
canvas.drawRect(Offset.zero & size, paint);
}
@override
bool shouldRepaint(covariant _GlslFramePainter oldDelegate) {
return oldDelegate.frame != frame || oldDelegate.shader != shader;
}
}

View File

@@ -25,6 +25,8 @@ dev_dependencies:
# The following section is specific to Flutter packages.
flutter:
shaders:
- shaders/wolf_world.frag
# To add assets to your package, add an assets section, like this:
# assets:

View File

@@ -0,0 +1,43 @@
#include <flutter/runtime_effect.glsl>
uniform vec2 uResolution;
uniform vec2 uTexel;
uniform sampler2D uTexture;
out vec4 fragColor;
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
void main() {
vec2 uv = FlutterFragCoord().xy / uResolution;
vec4 centerSample = texture(uTexture, uv);
vec3 sampleN = texture(uTexture, uv + vec2(0.0, -uTexel.y)).rgb;
vec3 sampleS = texture(uTexture, uv + vec2(0.0, uTexel.y)).rgb;
vec3 sampleE = texture(uTexture, uv + vec2(uTexel.x, 0.0)).rgb;
vec3 sampleW = texture(uTexture, uv + vec2(-uTexel.x, 0.0)).rgb;
float lumaCenter = luma(centerSample.rgb);
float lumaMin = min(
lumaCenter,
min(min(luma(sampleN), luma(sampleS)), min(luma(sampleE), luma(sampleW)))
);
float lumaMax = max(
lumaCenter,
max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
);
float edgeSpan = max(lumaMax - lumaMin, 0.0001);
float edgeAmount = smoothstep(0.03, 0.18, edgeSpan);
vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
vec2 centered = uv - 0.5;
float vignette = 1.0 - dot(centered, centered) * 0.35;
vignette = clamp(vignette, 0.75, 1.0);
vec3 color = aaColor * vignette;
fragColor = vec4(color, centerSample.a);
}