MASSIVE performance improvement by fixing rendering

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 22:35:37 +01:00
parent 2f66ba451a
commit cf357b164d
3 changed files with 109 additions and 100 deletions

View File

@@ -5,7 +5,12 @@ import 'package:wolf_dart/features/entities/enemies/dog.dart';
import 'package:wolf_dart/features/entities/entity.dart';
typedef EntitySpawner =
Entity? Function(int objId, double x, double y, int difficultyLevel);
Entity? Function(
int objId,
double x,
double y,
int difficultyLevel,
);
abstract class EntityRegistry {
// Add future enemies (SSGuard, Dog, etc.) to this list!

View File

@@ -37,10 +37,18 @@ class RaycasterPainter extends CustomPainter {
Paint()..color = Colors.brown[900]!,
);
int screenWidth = size.width.toInt();
// --- OPTIMIZATION: Lock to Retro Resolution ---
const int renderWidth = 320;
// The 1D Z-Buffer
List<double> zBuffer = List.filled(screenWidth, 0.0);
// 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;
// The 1D Z-Buffer locked to our render width
List<double> zBuffer = List.filled(renderWidth, 0.0);
double dirX = math.cos(player.angle);
double dirY = math.sin(player.angle);
@@ -48,8 +56,8 @@ class RaycasterPainter extends CustomPainter {
double planeY = dirX * math.tan(fov / 2);
// --- 1. CAST WALLS ---
for (int x = 0; x < screenWidth; x++) {
double cameraX = 2 * x / screenWidth - 1.0;
for (int x = 0; x < renderWidth; x++) {
double cameraX = 2 * x / renderWidth - 1.0;
double rayDirX = dirX + planeX * cameraX;
double rayDirY = dirY + planeY * cameraX;
@@ -135,7 +143,6 @@ class RaycasterPainter extends CustomPainter {
perpWallDist = (sideDistY - deltaDistY);
}
// STORE THE DISTANCE IN THE Z-BUFFER!
zBuffer[x] = perpWallDist;
double wallX;
@@ -146,9 +153,12 @@ class RaycasterPainter extends CustomPainter {
}
wallX -= wallX.floor();
// Pass the scaled drawX instead of the raw loop index
double drawX = x * columnWidth;
_drawTexturedColumn(
canvas,
x,
drawX, // <-- Updated
perpWallDist,
wallX,
side,
@@ -156,12 +166,11 @@ class RaycasterPainter extends CustomPainter {
hitWallId,
textures,
doorOffset,
columnPaint, // <-- Pass the reusable Paint object
);
}
// --- 2. DRAW SPRITES ---
// Sort sprites from furthest to closest (Painter's Algorithm)
List<Entity> activeSprites = List.from(entities);
activeSprites.sort((a, b) {
double distA =
@@ -172,64 +181,58 @@ class RaycasterPainter extends CustomPainter {
});
for (Entity entity in activeSprites) {
// Translate sprite position to relative to camera
double spriteX = entity.x - player.x;
double spriteY = entity.y - player.y;
// Inverse camera matrix (Transform to screen space)
double invDet = 1.0 / (planeX * dirY - dirX * planeY);
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
// print("Sprite at ${sprite.x}, ${sprite.y} transformY: $transformY");
// Is the sprite in front of the camera?
if (transformY > 0) {
// print(
// "Attempting to draw Sprite Index: ${sprite.spriteIndex} (Total Sprites Loaded: ${sprites.length})",
// );
int spriteScreenX = ((screenWidth / 2) * (1 + transformX / transformY))
// Map sprite X to our 320 renderWidth
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
.toInt();
// Calculate height and width (Sprites are 64x64 squares)
// Calculate height in REAL screen pixels
int spriteHeight = (size.height / transformY).abs().toInt();
int spriteWidth = spriteHeight;
int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
// 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(screenWidth - 1, drawEndX);
int clipEndX = math.min(renderWidth - 1, drawEndX);
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
// THE Z-BUFFER CHECK!
// Only draw if the sprite is closer to the camera than the wall at this pixel column
if (transformY < zBuffer[stripe]) {
double texXDouble = (stripe - drawStartX) * 64 / spriteWidth;
// 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;
// Safeguard against bad sprite indices
double drawX = stripe * columnWidth;
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
Matrix<int> spritePixels = sprites[safeIndex];
for (int ty = 0; ty < 64; ty++) {
int colorByte = spritePixels[texX][ty];
// Only draw if the pixel is NOT 255 (Magenta Transparency)
if (colorByte != 255) {
double endY = startY + stepY;
if (endY > 0 && startY < size.height) {
columnPaint.color = ColorPalette.vga[colorByte];
canvas.drawLine(
Offset(stripe.toDouble(), startY),
Offset(stripe.toDouble(), endY),
Paint()
..color = ColorPalette.vga[colorByte]
..strokeWidth = 1.1,
Offset(drawX, startY),
Offset(drawX, endY),
columnPaint,
);
}
}
@@ -243,7 +246,7 @@ class RaycasterPainter extends CustomPainter {
void _drawTexturedColumn(
Canvas canvas,
int x,
double drawX, // <-- Receive scaled draw position
double distance,
double wallX,
int side,
@@ -251,24 +254,20 @@ class RaycasterPainter extends CustomPainter {
int hitWallId,
List<Matrix<int>> textures,
double doorOffset,
Paint paint, // <-- Receive reused Paint object
) {
if (distance <= 0.01) distance = 0.01;
double wallHeight = size.height / distance;
int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
// TEXTURE MAPPING
// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
int texX = (wallX * 64).toInt().clamp(0, 63);
// INTERCEPT DOORS
if (hitWallId >= 90) {
// Safely clamp the door texture index so it never crashes the paint loop!
texNum = 98.clamp(0, textures.length - 1);
texX = ((wallX - doorOffset) * 64).toInt().clamp(0, 63);
} else {
// Standard wall texture pairing
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
}
@@ -282,19 +281,16 @@ class RaycasterPainter extends CustomPainter {
for (int ty = 0; ty < 64; ty++) {
int colorByte = textures[texNum][texX][ty];
// 2. NO MORE SHADOW MATH
// Because we selected the correct dark texture above, we just draw the raw color!
Color pixelColor = ColorPalette.vga[colorByte];
// Update the color of our shared paint object
paint.color = ColorPalette.vga[colorByte];
double endY = startY + stepY;
if (endY > 0 && startY < size.height) {
canvas.drawLine(
Offset(x.toDouble(), startY),
Offset(x.toDouble(), endY),
Paint()
..color = pixelColor
..strokeWidth = 1.1,
Offset(drawX, startY),
Offset(drawX, endY),
paint,
);
}
@@ -303,7 +299,7 @@ class RaycasterPainter extends CustomPainter {
}
@override
bool shouldRepaint(covariant RaycasterPainter oldDelegate) {
bool shouldRepaint(RaycasterPainter oldDelegate) {
return oldDelegate.player != player ||
oldDelegate.player.angle != player.angle;
}

View File

@@ -414,10 +414,16 @@ class _WolfRendererState extends State<WolfRenderer>
Expanded(
child: LayoutBuilder(
builder: (context, constraints) {
return Stack(
return Center(
child: AspectRatio(
aspectRatio: 16 / 10,
child: Stack(
children: [
CustomPaint(
size: Size(constraints.maxWidth, constraints.maxHeight),
size: Size(
constraints.maxWidth,
constraints.maxHeight,
),
painter: RaycasterPainter(
map: currentLevel,
textures: gameMap.textures,
@@ -471,6 +477,8 @@ class _WolfRendererState extends State<WolfRenderer>
),
),
],
),
),
);
},
),