Abstracted more functionality into the base rasterizer
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -3,7 +3,6 @@ import 'dart:math' as math;
|
||||
import 'package:flutter/material.dart';
|
||||
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';
|
||||
|
||||
class ColoredChar {
|
||||
final String char;
|
||||
@@ -11,231 +10,329 @@ class ColoredChar {
|
||||
ColoredChar(this.char, this.color);
|
||||
}
|
||||
|
||||
class AsciiRasterizer {
|
||||
class AsciiRasterizer extends Rasterizer {
|
||||
static const String _charset = "@%#*+=-:. ";
|
||||
|
||||
// NEW: Helper to safely convert and artificially boost your raw memory colors
|
||||
late List<List<ColoredChar>> _screen;
|
||||
late WolfEngine _engine;
|
||||
|
||||
// Terminal characters are usually twice as tall as they are wide.
|
||||
// We override the base multiplier to squish sprites horizontally.
|
||||
@override
|
||||
double get aspectMultiplier => 0.6;
|
||||
|
||||
// --- HELPER: Color Conversion ---
|
||||
Color _vgaToColor(int vgaColor, {double brightnessBoost = 2.0}) {
|
||||
int r = vgaColor & 0xFF;
|
||||
int g = (vgaColor >> 8) & 0xFF;
|
||||
int b = (vgaColor >> 16) & 0xFF;
|
||||
|
||||
// Apply the boost and clamp to 255 to prevent color overflow
|
||||
r = (r * brightnessBoost).toInt().clamp(0, 255);
|
||||
g = (g * brightnessBoost).toInt().clamp(0, 255);
|
||||
b = (b * brightnessBoost).toInt().clamp(0, 255);
|
||||
|
||||
// Force Alpha to 255 (fully opaque)
|
||||
return Color.fromARGB(255, r, g, b);
|
||||
}
|
||||
|
||||
List<List<ColoredChar>> render(WolfEngine engine, FrameBuffer framebuffer) {
|
||||
final int width = framebuffer.width;
|
||||
final int height = framebuffer.height;
|
||||
// Intercept the base render call to initialize our text grid
|
||||
@override
|
||||
dynamic render(WolfEngine engine, FrameBuffer buffer) {
|
||||
_engine = engine;
|
||||
_screen = List.generate(
|
||||
buffer.height,
|
||||
(_) => List.filled(buffer.width, ColoredChar(' ', Colors.black)),
|
||||
);
|
||||
return super.render(engine, buffer);
|
||||
}
|
||||
|
||||
// Grab ceiling and floor colors from the original palette
|
||||
@override
|
||||
void prepareFrame(WolfEngine engine) {
|
||||
final Color ceilingColor = _vgaToColor(ColorPalette.vga32Bit[25]);
|
||||
final Color floorColor = _vgaToColor(ColorPalette.vga32Bit[29]);
|
||||
|
||||
final List<List<ColoredChar>> screen = List.generate(
|
||||
height,
|
||||
(_) => List.filled(width, ColoredChar(' ', ceilingColor)),
|
||||
);
|
||||
|
||||
final List<double> zBuffer = List.filled(width, 0.0);
|
||||
|
||||
final Player player = engine.player;
|
||||
final SpriteMap map = engine.currentLevel;
|
||||
final List<Sprite> wallTextures = engine.data.walls;
|
||||
|
||||
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);
|
||||
|
||||
// 1. CAST WALLS
|
||||
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;
|
||||
int stepX, stepY, side = 0, hitWallId = 0;
|
||||
bool hit = false;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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) {
|
||||
break;
|
||||
}
|
||||
if (map[mapY][mapX] > 0) {
|
||||
hit = true;
|
||||
hitWallId = map[mapY][mapX];
|
||||
}
|
||||
}
|
||||
|
||||
double perpWallDist = (side == 0)
|
||||
? (sideDistX - deltaDistX)
|
||||
: (sideDistY - deltaDistY);
|
||||
if (perpWallDist < 0.1) perpWallDist = 0.1;
|
||||
|
||||
zBuffer[x] = perpWallDist;
|
||||
|
||||
double wallX = (side == 0)
|
||||
? player.y + perpWallDist * rayDir.y
|
||||
: player.x + perpWallDist * rayDir.x;
|
||||
wallX -= wallX.floor();
|
||||
int texX = (wallX * 64).toInt().clamp(0, 63);
|
||||
|
||||
int texNum = ((hitWallId - 1) * 2).clamp(0, wallTextures.length - 2);
|
||||
if (side == 1) texNum += 1;
|
||||
Sprite texture = wallTextures[texNum];
|
||||
|
||||
int columnHeight = (height / perpWallDist).toInt();
|
||||
int drawStart = (-columnHeight ~/ 2 + height ~/ 2).clamp(0, height);
|
||||
int drawEnd = (columnHeight ~/ 2 + height ~/ 2).clamp(0, height);
|
||||
|
||||
double brightness = (1.5 / (perpWallDist + 1.0)).clamp(0.0, 1.0);
|
||||
String wallChar =
|
||||
_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
|
||||
0,
|
||||
_charset.length - 1,
|
||||
)];
|
||||
|
||||
for (int y = 0; y < height; y++) {
|
||||
if (y >= drawStart && y < drawEnd) {
|
||||
double relativeY = (y - drawStart) / (drawEnd - drawStart);
|
||||
int texY = (relativeY * 64).toInt().clamp(0, 63);
|
||||
|
||||
int colorByte = texture.pixels[texX * 64 + texY];
|
||||
|
||||
// Use our new color conversion!
|
||||
Color pixelColor = _vgaToColor(ColorPalette.vga32Bit[colorByte]);
|
||||
|
||||
// Optional: slightly darken the Y-side walls for a faux-lighting effect
|
||||
// if (side == 1) {
|
||||
// pixelColor = Color.fromARGB(
|
||||
// 255,
|
||||
// (pixelColor.r * 0.7).toInt(),
|
||||
// (pixelColor.g * 0.7).toInt(),
|
||||
// (pixelColor.b * 0.7).toInt(),
|
||||
// );
|
||||
// }
|
||||
|
||||
screen[y][x] = ColoredChar(wallChar, pixelColor);
|
||||
} else if (y >= drawEnd) {
|
||||
// Floor
|
||||
screen[y][x] = ColoredChar('.', floorColor);
|
||||
} else {
|
||||
// Ceiling
|
||||
screen[y][x] = ColoredChar(' ', ceilingColor);
|
||||
for (int y = 0; y < height; y++) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
if (y < viewHeight / 2) {
|
||||
_screen[y][x] = ColoredChar(' ', ceilingColor);
|
||||
} else if (y < viewHeight) {
|
||||
_screen[y][x] = ColoredChar('.', floorColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. CAST SPRITES (Enemies/Items)
|
||||
final List<Entity> activeSprites = List.from(engine.entities);
|
||||
activeSprites.sort((a, b) {
|
||||
double distA = player.position.distanceTo(a.position);
|
||||
double distB = player.position.distanceTo(b.position);
|
||||
return distB.compareTo(distA);
|
||||
});
|
||||
|
||||
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);
|
||||
|
||||
if (transformY > 0) {
|
||||
int spriteScreenX = ((width / 2) * (1 + transformX / transformY))
|
||||
.toInt();
|
||||
int spriteHeight = (height / transformY).abs().toInt();
|
||||
int spriteWidth = (spriteHeight * (width / height) * 0.6).toInt();
|
||||
|
||||
int drawStartY = -spriteHeight ~/ 2 + height ~/ 2;
|
||||
int drawEndY = spriteHeight ~/ 2 + height ~/ 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(
|
||||
@override
|
||||
void drawWallColumn(
|
||||
int x,
|
||||
int drawStart,
|
||||
int drawEnd,
|
||||
int columnHeight,
|
||||
Sprite texture,
|
||||
int texX,
|
||||
double perpWallDist,
|
||||
int side,
|
||||
) {
|
||||
double brightness = (1.5 / (perpWallDist + 1.0)).clamp(0.0, 1.0);
|
||||
String wallChar =
|
||||
_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
|
||||
0,
|
||||
engine.data.sprites.length - 1,
|
||||
_charset.length - 1,
|
||||
)];
|
||||
|
||||
for (int y = drawStart; y < drawEnd; y++) {
|
||||
double relativeY =
|
||||
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
|
||||
int texY = (relativeY * 64).toInt().clamp(0, 63);
|
||||
|
||||
int colorByte = texture.pixels[texX * 64 + texY];
|
||||
Color pixelColor = _vgaToColor(ColorPalette.vga32Bit[colorByte]);
|
||||
|
||||
// Faux directional lighting
|
||||
if (side == 1) {
|
||||
pixelColor = Color.fromARGB(
|
||||
255,
|
||||
(pixelColor.r * 0.9).toInt().clamp(0, 255),
|
||||
(pixelColor.g * 0.9).toInt().clamp(0, 255),
|
||||
(pixelColor.b * 0.9).toInt().clamp(0, 255),
|
||||
);
|
||||
Sprite spritePixels = engine.data.sprites[safeIndex];
|
||||
}
|
||||
|
||||
double brightness = (1.5 / (transformY + 1.0)).clamp(0.0, 1.0);
|
||||
String spriteChar =
|
||||
_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
|
||||
0,
|
||||
_charset.length - 1,
|
||||
)];
|
||||
_screen[y][x] = ColoredChar(wallChar, pixelColor);
|
||||
}
|
||||
}
|
||||
|
||||
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
|
||||
if (transformY < zBuffer[stripe]) {
|
||||
int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
|
||||
@override
|
||||
void drawSpriteStripe(
|
||||
int stripeX,
|
||||
int drawStartY,
|
||||
int drawEndY,
|
||||
int spriteHeight,
|
||||
Sprite texture,
|
||||
int texX,
|
||||
double transformY,
|
||||
) {
|
||||
double brightness = (1.5 / (transformY + 1.0)).clamp(0.0, 1.0);
|
||||
String spriteChar =
|
||||
_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
|
||||
0,
|
||||
_charset.length - 1,
|
||||
)];
|
||||
|
||||
for (
|
||||
int y = math.max(0, drawStartY);
|
||||
y < math.min(height, drawEndY);
|
||||
y++
|
||||
) {
|
||||
double relativeY = (y - drawStartY) / (drawEndY - drawStartY);
|
||||
int texY = (relativeY * 64).toInt().clamp(0, 63);
|
||||
for (
|
||||
int y = math.max(0, drawStartY);
|
||||
y < math.min(viewHeight, drawEndY);
|
||||
y++
|
||||
) {
|
||||
double relativeY = (y - drawStartY) / spriteHeight;
|
||||
int texY = (relativeY * 64).toInt().clamp(0, 63);
|
||||
|
||||
int colorByte = spritePixels.pixels[texX * 64 + texY];
|
||||
int colorByte = texture.pixels[texX * 64 + texY];
|
||||
if (colorByte != 255) {
|
||||
_screen[y][stripeX] = ColoredChar(
|
||||
spriteChar,
|
||||
_vgaToColor(ColorPalette.vga32Bit[colorByte]),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (colorByte != 255) {
|
||||
// Apply the safe color conversion here as well
|
||||
Color pixelColor = _vgaToColor(
|
||||
ColorPalette.vga32Bit[colorByte],
|
||||
);
|
||||
screen[y][stripe] = ColoredChar(spriteChar, pixelColor);
|
||||
}
|
||||
}
|
||||
@override
|
||||
void drawWeapon(WolfEngine engine) {
|
||||
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
|
||||
engine.data.sprites.length,
|
||||
);
|
||||
Sprite weaponSprite = engine.data.sprites[spriteIndex];
|
||||
|
||||
int weaponWidth = (width * 0.5).toInt();
|
||||
int weaponHeight = (viewHeight * 0.8).toInt();
|
||||
|
||||
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
|
||||
int startY =
|
||||
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
|
||||
|
||||
for (int dy = 0; dy < weaponHeight; dy++) {
|
||||
for (int dx = 0; dx < weaponWidth; dx++) {
|
||||
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
|
||||
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
|
||||
|
||||
int colorByte = weaponSprite.pixels[texX * 64 + texY];
|
||||
if (colorByte != 255) {
|
||||
int drawX = startX + dx;
|
||||
int drawY = startY + dy;
|
||||
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
|
||||
_screen[drawY][drawX] = ColoredChar(
|
||||
'@',
|
||||
_vgaToColor(ColorPalette.vga32Bit[colorByte]),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return screen;
|
||||
@override
|
||||
void drawHud(WolfEngine engine) {
|
||||
int statusBarIndex = engine.data.vgaImages.indexWhere(
|
||||
(img) => img.width == 320 && img.height == 40,
|
||||
);
|
||||
if (statusBarIndex == -1) return;
|
||||
|
||||
// 1. Draw Background
|
||||
_blitVgaImageAscii(engine.data.vgaImages[statusBarIndex], 0, 160);
|
||||
|
||||
// 2. Draw Stats
|
||||
_drawNumberAscii(1, 32, 176, engine.data.vgaImages); // Floor
|
||||
_drawNumberAscii(
|
||||
engine.player.score,
|
||||
96,
|
||||
176,
|
||||
engine.data.vgaImages,
|
||||
); // Score
|
||||
_drawNumberAscii(3, 120, 176, engine.data.vgaImages); // Lives
|
||||
_drawNumberAscii(
|
||||
engine.player.health,
|
||||
192,
|
||||
176,
|
||||
engine.data.vgaImages,
|
||||
); // Health
|
||||
_drawNumberAscii(
|
||||
engine.player.ammo,
|
||||
232,
|
||||
176,
|
||||
engine.data.vgaImages,
|
||||
); // Ammo
|
||||
|
||||
// 3. Draw BJ's Face & Current Weapon
|
||||
_drawFaceAscii(engine);
|
||||
_drawWeaponIconAscii(engine);
|
||||
}
|
||||
|
||||
void _drawNumberAscii(
|
||||
int value,
|
||||
int rightAlignX,
|
||||
int startY,
|
||||
List<VgaImage> vgaImages,
|
||||
) {
|
||||
const int zeroIndex = 96;
|
||||
String numStr = value.toString();
|
||||
int currentX = rightAlignX - (numStr.length * 8);
|
||||
|
||||
for (int i = 0; i < numStr.length; i++) {
|
||||
int digit = int.parse(numStr[i]);
|
||||
if (zeroIndex + digit < vgaImages.length) {
|
||||
_blitVgaImageAscii(vgaImages[zeroIndex + digit], currentX, startY);
|
||||
}
|
||||
currentX += 8;
|
||||
}
|
||||
}
|
||||
|
||||
void _drawFaceAscii(WolfEngine engine) {
|
||||
int health = engine.player.health;
|
||||
int faceIndex;
|
||||
|
||||
if (health <= 0) {
|
||||
faceIndex = 127;
|
||||
} else {
|
||||
int healthTier = ((100 - health) ~/ 16).clamp(0, 6);
|
||||
faceIndex = 106 + (healthTier * 3);
|
||||
}
|
||||
|
||||
if (faceIndex < engine.data.vgaImages.length) {
|
||||
_blitVgaImageAscii(engine.data.vgaImages[faceIndex], 136, 164);
|
||||
}
|
||||
}
|
||||
|
||||
void _drawWeaponIconAscii(WolfEngine engine) {
|
||||
int weaponIndex = 89;
|
||||
if (engine.player.hasChainGun) {
|
||||
weaponIndex = 91;
|
||||
} else if (engine.player.hasMachineGun) {
|
||||
weaponIndex = 90;
|
||||
}
|
||||
|
||||
if (weaponIndex < engine.data.vgaImages.length) {
|
||||
_blitVgaImageAscii(engine.data.vgaImages[weaponIndex], 256, 164);
|
||||
}
|
||||
}
|
||||
|
||||
@override
|
||||
dynamic finalizeFrame() {
|
||||
if (_engine.player.damageFlash > 0.0) {
|
||||
_applyDamageFlash();
|
||||
}
|
||||
return _screen;
|
||||
}
|
||||
|
||||
// --- PRIVATE HUD DRAWING HELPERS ---
|
||||
|
||||
void _blitVgaImageAscii(VgaImage image, int startX_320, int startY_200) {
|
||||
int planeWidth = image.width ~/ 4;
|
||||
int planeSize = planeWidth * image.height;
|
||||
|
||||
double scaleX = width / 320.0;
|
||||
double scaleY = height / 200.0;
|
||||
|
||||
int destStartX = (startX_320 * scaleX).toInt();
|
||||
int destStartY = (startY_200 * scaleY).toInt();
|
||||
int destWidth = (image.width * scaleX).toInt();
|
||||
int destHeight = (image.height * scaleY).toInt();
|
||||
|
||||
for (int dy = 0; dy < destHeight; dy++) {
|
||||
for (int dx = 0; dx < destWidth; dx++) {
|
||||
int drawX = destStartX + dx;
|
||||
int drawY = destStartY + dy;
|
||||
|
||||
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
|
||||
int srcX = (dx / scaleX).toInt().clamp(0, image.width - 1);
|
||||
int srcY = (dy / scaleY).toInt().clamp(0, image.height - 1);
|
||||
|
||||
int plane = srcX % 4;
|
||||
int sx = srcX ~/ 4;
|
||||
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
|
||||
|
||||
int colorByte = image.pixels[index];
|
||||
if (colorByte != 255) {
|
||||
// Using '█' for UI to make it look solid
|
||||
_screen[drawY][drawX] = ColoredChar(
|
||||
'█',
|
||||
_vgaToColor(
|
||||
ColorPalette.vga32Bit[colorByte],
|
||||
brightnessBoost: 1.5,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- DAMAGE FLASH ---
|
||||
|
||||
void _applyDamageFlash() {
|
||||
double intensity = _engine.player.damageFlash;
|
||||
int redBoost = (150 * intensity).toInt();
|
||||
double colorDrop = 1.0 - (0.5 * intensity);
|
||||
|
||||
for (int y = 0; y < viewHeight; y++) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
Color c = _screen[y][x].color;
|
||||
|
||||
int r = ((c.r * 255).round().clamp(0, 255) + redBoost).clamp(0, 255);
|
||||
int g = ((c.g * 255).round().clamp(0, 255) * colorDrop).toInt().clamp(
|
||||
0,
|
||||
255,
|
||||
);
|
||||
int b = ((c.b * 255).round().clamp(0, 255) * colorDrop).toInt().clamp(
|
||||
0,
|
||||
255,
|
||||
);
|
||||
|
||||
// Replace the existing character with a red-tinted version
|
||||
_screen[y][x] = ColoredChar(
|
||||
_screen[y][x].char,
|
||||
Color.fromARGB(255, r, g, b),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user