import 'dart:math' as math; import 'package:flutter/material.dart'; import 'package:wolf_dart/classes/linear_coordinates.dart'; import 'package:wolf_dart/classes/matrix.dart'; import 'package:wolf_dart/features/renderer/color_palette.dart'; class RaycasterPainter extends CustomPainter { final Matrix map; final List> textures; final LinearCoordinates player; final double playerAngle; final double fov; RaycasterPainter({ required this.map, required this.textures, required this.player, required this.playerAngle, required this.fov, }); @override void paint(Canvas canvas, Size size) { // 1. Draw Ceiling & Floor canvas.drawRect( Rect.fromLTWH(0, 0, size.width, size.height / 2), Paint()..color = Colors.blueGrey[900]!, ); canvas.drawRect( Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2), Paint()..color = Colors.brown[900]!, ); int screenWidth = size.width.toInt(); // 2. Camera Plane Setup // Direction vector of the player double dirX = math.cos(playerAngle); double dirY = math.sin(playerAngle); // The camera plane is perpendicular to the direction vector. // Multiplying by tan(fov/2) scales the plane to match our field of view. double planeX = -dirY * math.tan(fov / 2); double planeY = dirX * math.tan(fov / 2); for (int x = 0; x < screenWidth; x++) { // Calculate where on the camera plane this ray passes (-1 is left edge, 1 is right edge) double cameraX = 2 * x / screenWidth - 1.0; double rayDirX = dirX + planeX * cameraX; double rayDirY = dirY + planeY * cameraX; // Current map box we are in int mapX = player.x.toInt(); int mapY = player.y.toInt(); // Length of ray from current position to next x or y-side double sideDistX; double sideDistY; // Length of ray from one x or y-side to next x or y-side double deltaDistX = (rayDirX == 0) ? double.infinity : (1.0 / rayDirX).abs(); double deltaDistY = (rayDirY == 0) ? double.infinity : (1.0 / rayDirY).abs(); double perpWallDist; // Direction to step in x or y direction (+1 or -1) int stepX; int stepY; bool hit = false; // 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls int side = 0; int hitWallId = 0; // Calculate step and initial sideDist if (rayDirX < 0) { stepX = -1; sideDistX = (player.x - mapX) * deltaDistX; } else { stepX = 1; sideDistX = (mapX + 1.0 - player.x) * deltaDistX; } if (rayDirY < 0) { stepY = -1; sideDistY = (player.y - mapY) * deltaDistY; } else { stepY = 1; sideDistY = (mapY + 1.0 - player.y) * deltaDistY; } // 3. The True DDA Loop while (!hit) { // Jump to next map square, either in x-direction, or in y-direction if (sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; side = 0; } else { sideDistY += deltaDistY; mapY += stepY; side = 1; } // Check bounds and wall collisions if (mapY < 0 || mapY >= map.length || mapX < 0 || mapX >= map[0].length) { hit = true; perpWallDist = 20.0; // Out of bounds fallback } else if (map[mapY][mapX] > 0) { hit = true; hitWallId = map[mapY][mapX]; } } // Calculate distance projected on camera direction (No fisheye effect!) if (side == 0) { perpWallDist = (sideDistX - deltaDistX); } else { perpWallDist = (sideDistY - deltaDistY); } // 4. Calculate exact wall hit coordinate for textures double wallX; if (side == 0) { wallX = player.y + perpWallDist * rayDirY; } else { wallX = player.x + perpWallDist * rayDirX; } wallX -= wallX.floor(); // Get just the fractional part (0.0 to 0.99) _drawTexturedColumn( canvas, x, perpWallDist, wallX, side, size, hitWallId, textures, ); } } void _drawTexturedColumn( Canvas canvas, int x, double distance, double wallX, int side, Size size, int hitWallId, List> textures, ) { if (distance <= 0.01) distance = 0.01; double wallHeight = size.height / distance; int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt(); // 1. PERFECT 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); if (side == 1) texNum += 1; // Instantly use the native dark texture! int texX = (wallX * 64).toInt().clamp(0, 63); if (side == 0 && math.cos(playerAngle) > 0) texX = 63 - texX; if (side == 1 && math.sin(playerAngle) < 0) texX = 63 - texX; double startY = drawStart.toDouble(); double stepY = wallHeight / 64.0; 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]; 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, ); } startY += stepY; } } @override bool shouldRepaint(covariant RaycasterPainter oldDelegate) { return oldDelegate.player != player || oldDelegate.playerAngle != playerAngle; } }