MASSIVE performance improvement by fixing rendering
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -5,7 +5,12 @@ import 'package:wolf_dart/features/entities/enemies/dog.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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typedef EntitySpawner =
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Entity? Function(int objId, double x, double y, int difficultyLevel);
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Entity? Function(
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int objId,
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double x,
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double y,
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int difficultyLevel,
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);
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abstract class EntityRegistry {
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// Add future enemies (SSGuard, Dog, etc.) to this list!
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@@ -37,10 +37,18 @@ class RaycasterPainter extends CustomPainter {
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Paint()..color = Colors.brown[900]!,
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);
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int screenWidth = size.width.toInt();
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// --- OPTIMIZATION: Lock to Retro Resolution ---
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const int renderWidth = 320;
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// The 1D Z-Buffer
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List<double> zBuffer = List.filled(screenWidth, 0.0);
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// Calculate how wide each column should be on the actual screen
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double columnWidth = size.width / renderWidth;
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// Create a single Paint object to reuse (massive performance boost)
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// Add 0.5 to strokeWidth to prevent anti-aliasing seams between columns
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final Paint columnPaint = Paint()..strokeWidth = columnWidth + 0.5;
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// The 1D Z-Buffer locked to our render width
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List<double> zBuffer = List.filled(renderWidth, 0.0);
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double dirX = math.cos(player.angle);
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double dirY = math.sin(player.angle);
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@@ -48,8 +56,8 @@ class RaycasterPainter extends CustomPainter {
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double planeY = dirX * math.tan(fov / 2);
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// --- 1. CAST WALLS ---
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for (int x = 0; x < screenWidth; x++) {
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double cameraX = 2 * x / screenWidth - 1.0;
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for (int x = 0; x < renderWidth; x++) {
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double cameraX = 2 * x / renderWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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@@ -135,7 +143,6 @@ class RaycasterPainter extends CustomPainter {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// STORE THE DISTANCE IN THE Z-BUFFER!
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zBuffer[x] = perpWallDist;
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double wallX;
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@@ -146,9 +153,12 @@ class RaycasterPainter extends CustomPainter {
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}
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wallX -= wallX.floor();
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// Pass the scaled drawX instead of the raw loop index
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double drawX = x * columnWidth;
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_drawTexturedColumn(
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canvas,
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x,
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drawX, // <-- Updated
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perpWallDist,
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wallX,
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side,
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@@ -156,12 +166,11 @@ class RaycasterPainter extends CustomPainter {
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hitWallId,
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textures,
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doorOffset,
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columnPaint, // <-- Pass the reusable Paint object
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);
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}
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// --- 2. DRAW SPRITES ---
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// Sort sprites from furthest to closest (Painter's Algorithm)
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List<Entity> activeSprites = List.from(entities);
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activeSprites.sort((a, b) {
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double distA =
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@@ -172,64 +181,58 @@ class RaycasterPainter extends CustomPainter {
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});
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for (Entity entity in activeSprites) {
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// Translate sprite position to relative to camera
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double spriteX = entity.x - player.x;
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double spriteY = entity.y - player.y;
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// Inverse camera matrix (Transform to screen space)
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double invDet = 1.0 / (planeX * dirY - dirX * planeY);
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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// print("Sprite at ${sprite.x}, ${sprite.y} transformY: $transformY");
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// Is the sprite in front of the camera?
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if (transformY > 0) {
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// print(
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// "Attempting to draw Sprite Index: ${sprite.spriteIndex} (Total Sprites Loaded: ${sprites.length})",
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// );
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int spriteScreenX = ((screenWidth / 2) * (1 + transformX / transformY))
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// Map sprite X to our 320 renderWidth
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int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
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.toInt();
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// Calculate height and width (Sprites are 64x64 squares)
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// Calculate height in REAL screen pixels
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int spriteHeight = (size.height / transformY).abs().toInt();
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int spriteWidth = spriteHeight;
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int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
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// Calculate width in COLUMNS (320 space) to maintain the square aspect ratio
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int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
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// Use the new column width for start/end points
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int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
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// Clip to screen boundaries
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int clipStartX = math.max(0, drawStartX);
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int clipEndX = math.min(screenWidth - 1, drawEndX);
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int clipEndX = math.min(renderWidth - 1, drawEndX);
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for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
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// THE Z-BUFFER CHECK!
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// Only draw if the sprite is closer to the camera than the wall at this pixel column
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if (transformY < zBuffer[stripe]) {
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double texXDouble = (stripe - drawStartX) * 64 / spriteWidth;
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// Map the texture X using the new column width!
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double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
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int texX = texXDouble.toInt().clamp(0, 63);
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double startY = (size.height / 2) - (spriteHeight / 2);
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double stepY = spriteHeight / 64.0;
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// Safeguard against bad sprite indices
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double drawX = stripe * columnWidth;
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int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
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Matrix<int> spritePixels = sprites[safeIndex];
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for (int ty = 0; ty < 64; ty++) {
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int colorByte = spritePixels[texX][ty];
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// Only draw if the pixel is NOT 255 (Magenta Transparency)
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if (colorByte != 255) {
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double endY = startY + stepY;
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if (endY > 0 && startY < size.height) {
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columnPaint.color = ColorPalette.vga[colorByte];
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canvas.drawLine(
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Offset(stripe.toDouble(), startY),
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Offset(stripe.toDouble(), endY),
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Paint()
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..color = ColorPalette.vga[colorByte]
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..strokeWidth = 1.1,
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Offset(drawX, startY),
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Offset(drawX, endY),
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columnPaint,
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);
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}
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}
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@@ -243,7 +246,7 @@ class RaycasterPainter extends CustomPainter {
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void _drawTexturedColumn(
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Canvas canvas,
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int x,
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double drawX, // <-- Receive scaled draw position
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double distance,
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double wallX,
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int side,
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@@ -251,24 +254,20 @@ class RaycasterPainter extends CustomPainter {
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int hitWallId,
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List<Matrix<int>> textures,
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double doorOffset,
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Paint paint, // <-- Receive reused Paint object
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) {
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if (distance <= 0.01) distance = 0.01;
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double wallHeight = size.height / distance;
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int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
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// TEXTURE MAPPING
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// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
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int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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int texX = (wallX * 64).toInt().clamp(0, 63);
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// INTERCEPT DOORS
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if (hitWallId >= 90) {
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// Safely clamp the door texture index so it never crashes the paint loop!
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texNum = 98.clamp(0, textures.length - 1);
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texX = ((wallX - doorOffset) * 64).toInt().clamp(0, 63);
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} else {
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// Standard wall texture pairing
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texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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if (side == 1) texNum += 1;
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}
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@@ -282,19 +281,16 @@ class RaycasterPainter extends CustomPainter {
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for (int ty = 0; ty < 64; ty++) {
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int colorByte = textures[texNum][texX][ty];
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// 2. NO MORE SHADOW MATH
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// Because we selected the correct dark texture above, we just draw the raw color!
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Color pixelColor = ColorPalette.vga[colorByte];
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// Update the color of our shared paint object
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paint.color = ColorPalette.vga[colorByte];
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double endY = startY + stepY;
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if (endY > 0 && startY < size.height) {
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canvas.drawLine(
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Offset(x.toDouble(), startY),
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Offset(x.toDouble(), endY),
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Paint()
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..color = pixelColor
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..strokeWidth = 1.1,
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Offset(drawX, startY),
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Offset(drawX, endY),
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paint,
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);
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}
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@@ -303,7 +299,7 @@ class RaycasterPainter extends CustomPainter {
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}
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@override
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bool shouldRepaint(covariant RaycasterPainter oldDelegate) {
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bool shouldRepaint(RaycasterPainter oldDelegate) {
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return oldDelegate.player != player ||
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oldDelegate.player.angle != player.angle;
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}
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@@ -414,10 +414,16 @@ class _WolfRendererState extends State<WolfRenderer>
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Expanded(
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child: LayoutBuilder(
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builder: (context, constraints) {
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return Stack(
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return Center(
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child: AspectRatio(
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aspectRatio: 16 / 10,
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child: Stack(
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children: [
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CustomPaint(
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size: Size(constraints.maxWidth, constraints.maxHeight),
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size: Size(
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constraints.maxWidth,
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constraints.maxHeight,
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),
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painter: RaycasterPainter(
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map: currentLevel,
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textures: gameMap.textures,
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@@ -471,6 +477,8 @@ class _WolfRendererState extends State<WolfRenderer>
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),
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),
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],
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),
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),
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);
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},
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),
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