Move rasterizer to engine

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-17 10:20:27 +01:00
parent bd486e4c82
commit eec1f8f495
7 changed files with 6 additions and 6 deletions

View File

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import 'dart:math' as math;
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
abstract class Rasterizer {
late List<double> zBuffer;
late int width;
late int height;
late int viewHeight;
/// A multiplier to adjust the width of sprites.
/// Pixel renderers usually keep this at 1.0.
/// ASCII renderers can override this (e.g., 0.6) to account for tall characters.
double get aspectMultiplier => 1.0;
/// A multiplier to counteract tall pixel formats (like 1:2 terminal fonts).
/// Defaults to 1.0 (no squish) for standard pixel rendering.
double get verticalStretch => 1.0;
/// The main entry point called by the game loop.
/// Orchestrates the mathematical rendering pipeline.
dynamic render(WolfEngine engine, FrameBuffer buffer) {
width = buffer.width;
height = buffer.height;
// The 3D view typically takes up the top 80% of the screen
viewHeight = (height * 0.8).toInt();
zBuffer = List.filled(width, 0.0);
// 1. Setup the frame (clear screen, draw floor/ceiling)
prepareFrame(engine);
// 2. Do the heavy math for Raycasting Walls
_castWalls(engine);
// 3. Do the heavy math for Projecting Sprites
_castSprites(engine);
// 4. Draw 2D Overlays
drawWeapon(engine);
drawHud(engine);
// 5. Finalize and return the frame data (Buffer or String/List)
return finalizeFrame();
}
// ===========================================================================
// ABSTRACT METHODS (Implemented by the child renderers)
// ===========================================================================
/// Initialize buffers, clear the screen, and draw the floor/ceiling.
void prepareFrame(WolfEngine engine);
/// Draw a single vertical column of a wall.
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
);
/// Draw a single vertical stripe of a sprite (enemy/item).
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
);
/// Draw the player's weapon overlay at the bottom of the 3D view.
void drawWeapon(WolfEngine engine);
/// Draw the 2D status bar at the bottom 20% of the screen.
void drawHud(WolfEngine engine);
/// Return the finished frame (e.g., the FrameBuffer itself, or an ASCII list).
dynamic finalizeFrame();
// ===========================================================================
// SHARED LIGHTING MATH
// ===========================================================================
/// Calculates depth-based lighting falloff (0.0 to 1.0).
/// While the original Wolf3D didn't use depth fog, this provides a great
/// atmospheric effect for custom renderers (like ASCII dithering).
double calculateDepthBrightness(double distance) {
return (10.0 / (distance + 2.0)).clamp(0.0, 1.0);
}
// ===========================================================================
// CORE ENGINE MATH (Shared across all renderers)
// ===========================================================================
void _castWalls(WolfEngine engine) {
final Player player = engine.player;
final SpriteMap map = engine.currentLevel;
final List<Sprite> wallTextures = engine.data.walls;
final Map<String, double> doorOffsets = engine.doorManager
.getOffsetsForRenderer();
final Pushwall? activePushwall = engine.pushwallManager.activePushwall;
final double fov = math.pi / 3;
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
for (int x = 0; x < width; x++) {
double cameraX = 2 * x / width - 1.0;
Coordinate2D rayDir = dir + (plane * cameraX);
int mapX = player.x.toInt();
int mapY = player.y.toInt();
double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
double sideDistX, sideDistY, perpWallDist = 0.0;
int stepX, stepY, side = 0, hitWallId = 0;
bool hit = false, hitOutOfBounds = false, customDistCalculated = false;
double textureOffset = 0.0;
Set<String> ignoredDoors = {};
if (rayDir.x < 0) {
stepX = -1;
sideDistX = (player.x - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
}
if (rayDir.y < 0) {
stepY = -1;
sideDistY = (player.y - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
}
// DDA Loop
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
if (mapY < 0 ||
mapY >= map.length ||
mapX < 0 ||
mapX >= map[0].length) {
hit = true;
hitOutOfBounds = true;
} else if (map[mapY][mapX] > 0) {
String mapKey = '$mapX,$mapY';
// DOOR LOGIC
if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
double currentOffset = doorOffsets[mapKey] ?? 0.0;
if (currentOffset > 0.0) {
double perpWallDistTemp = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
double wallXTemp = (side == 0)
? player.y + perpWallDistTemp * rayDir.y
: player.x + perpWallDistTemp * rayDir.x;
wallXTemp -= wallXTemp.floor();
if (wallXTemp < currentOffset) {
ignoredDoors.add(mapKey);
continue; // Ray passes through the open part of the door
}
}
hit = true;
hitWallId = map[mapY][mapX];
textureOffset = currentOffset;
}
// PUSHWALL LOGIC
else if (activePushwall != null &&
mapX == activePushwall.x &&
mapY == activePushwall.y) {
hit = true;
hitWallId = map[mapY][mapX];
double pOffset = activePushwall.offset;
int pDirX = activePushwall.dirX;
int pDirY = activePushwall.dirY;
perpWallDist = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
if (side == 0 && pDirX != 0) {
if (pDirX == stepX) {
double intersect = perpWallDist + pOffset * deltaDistX;
if (intersect < sideDistY) {
perpWallDist = intersect;
} else {
side = 1;
perpWallDist = sideDistY - deltaDistY;
}
} else {
perpWallDist -= (1.0 - pOffset) * deltaDistX;
}
} else if (side == 1 && pDirY != 0) {
if (pDirY == stepY) {
double intersect = perpWallDist + pOffset * deltaDistY;
if (intersect < sideDistX) {
perpWallDist = intersect;
} else {
side = 0;
perpWallDist = sideDistX - deltaDistX;
}
} else {
perpWallDist -= (1.0 - pOffset) * deltaDistY;
}
} else {
double wallFraction = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
wallFraction -= wallFraction.floor();
if (side == 0) {
if (pDirY == 1 && wallFraction < pOffset) hit = false;
if (pDirY == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) textureOffset = pOffset * pDirY;
} else {
if (pDirX == 1 && wallFraction < pOffset) hit = false;
if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) textureOffset = pOffset * pDirX;
}
}
if (!hit) continue;
customDistCalculated = true;
} else {
hit = true;
hitWallId = map[mapY][mapX];
}
}
}
if (hitOutOfBounds) continue;
if (!customDistCalculated) {
perpWallDist = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
}
if (perpWallDist < 0.1) perpWallDist = 0.1;
// Save for sprite depth checks
zBuffer[x] = perpWallDist;
// Calculate Texture X Coordinate
double wallX = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
wallX -= wallX.floor();
int texNum;
if (hitWallId >= 90) {
texNum = 98.clamp(0, wallTextures.length - 1);
} else {
texNum = ((hitWallId - 1) * 2).clamp(0, wallTextures.length - 2);
if (side == 1) texNum += 1;
}
Sprite texture = wallTextures[texNum];
// Texture flipping for specific orientations
int texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
// Calculate drawing dimensions
int columnHeight = ((viewHeight / perpWallDist) * verticalStretch)
.toInt();
int drawStart = (-columnHeight ~/ 2 + viewHeight ~/ 2).clamp(
0,
viewHeight,
);
int drawEnd = (columnHeight ~/ 2 + viewHeight ~/ 2).clamp(0, viewHeight);
// Tell the implementation to draw this column
drawWallColumn(
x,
drawStart,
drawEnd,
columnHeight,
texture,
texX,
perpWallDist,
side,
);
}
}
void _castSprites(WolfEngine engine) {
final Player player = engine.player;
final List<Entity> activeSprites = List.from(engine.entities);
// Sort from furthest to closest (Painter's Algorithm)
activeSprites.sort((a, b) {
double distA = player.position.distanceTo(a.position);
double distB = player.position.distanceTo(b.position);
return distB.compareTo(distA);
});
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane =
Coordinate2D(-dir.y, dir.x) * math.tan((math.pi / 3) / 2);
for (Entity entity in activeSprites) {
Coordinate2D spritePos = entity.position - player.position;
double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y);
double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y);
double transformY =
invDet * (-plane.y * spritePos.x + plane.x * spritePos.y);
// Only process if the sprite is in front of the camera
if (transformY > 0) {
int spriteScreenX = ((width / 2) * (1 + transformX / transformY))
.toInt();
int spriteHeight = ((viewHeight / transformY).abs() * verticalStretch)
.toInt();
// Scale width based on the aspectMultiplier (useful for ASCII)
int spriteWidth = (spriteHeight * aspectMultiplier / verticalStretch)
.toInt();
int drawStartY = -spriteHeight ~/ 2 + viewHeight ~/ 2;
int drawEndY = spriteHeight ~/ 2 + viewHeight ~/ 2;
int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(width - 1, drawEndX);
int safeIndex = entity.spriteIndex.clamp(
0,
engine.data.sprites.length - 1,
);
Sprite texture = engine.data.sprites[safeIndex];
// Loop through the visible vertical stripes
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
// Check the Z-Buffer to see if a wall is in front of this stripe
if (transformY < zBuffer[stripe]) {
int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
// Tell the implementation to draw this stripe
drawSpriteStripe(
stripe,
drawStartY,
drawEndY,
spriteHeight,
texture,
texX,
transformY,
);
}
}
}
}
}
/// Darkens a 32-bit 0xAABBGGRR color by roughly 30% without touching Alpha
int shadeColor(int color) {
int r = (color & 0xFF) * 7 ~/ 10;
int g = ((color >> 8) & 0xFF) * 7 ~/ 10;
int b = ((color >> 16) & 0xFF) * 7 ~/ 10;
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
}