215 lines
6.1 KiB
Dart
215 lines
6.1 KiB
Dart
import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/renderer/color_palette.dart';
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class RaycasterPainter extends CustomPainter {
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final Matrix<int> map;
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final List<Matrix<int>> textures;
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final LinearCoordinates player;
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final double playerAngle;
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final double fov;
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RaycasterPainter({
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required this.map,
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required this.textures,
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required this.player,
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required this.playerAngle,
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required this.fov,
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});
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@override
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void paint(Canvas canvas, Size size) {
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// 1. Draw Ceiling & Floor
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canvas.drawRect(
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Rect.fromLTWH(0, 0, size.width, size.height / 2),
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Paint()..color = Colors.blueGrey[900]!,
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);
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canvas.drawRect(
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Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
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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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// 2. Camera Plane Setup
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// Direction vector of the player
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double dirX = math.cos(playerAngle);
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double dirY = math.sin(playerAngle);
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// The camera plane is perpendicular to the direction vector.
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// Multiplying by tan(fov/2) scales the plane to match our field of view.
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double planeX = -dirY * math.tan(fov / 2);
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double planeY = dirX * math.tan(fov / 2);
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for (int x = 0; x < screenWidth; x++) {
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// Calculate where on the camera plane this ray passes (-1 is left edge, 1 is right edge)
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double cameraX = 2 * x / screenWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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// Current map box we are in
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int mapX = player.x.toInt();
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int mapY = player.y.toInt();
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// Length of ray from current position to next x or y-side
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double sideDistX;
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double sideDistY;
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// Length of ray from one x or y-side to next x or y-side
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double deltaDistX = (rayDirX == 0)
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? double.infinity
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: (1.0 / rayDirX).abs();
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double deltaDistY = (rayDirY == 0)
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? double.infinity
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: (1.0 / rayDirY).abs();
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double perpWallDist;
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// Direction to step in x or y direction (+1 or -1)
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int stepX;
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int stepY;
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bool hit = false;
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// 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls
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int side = 0;
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int hitWallId = 0;
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// Calculate step and initial sideDist
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if (rayDirX < 0) {
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stepX = -1;
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sideDistX = (player.x - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
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}
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if (rayDirY < 0) {
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stepY = -1;
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sideDistY = (player.y - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
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}
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// 3. The True DDA Loop
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while (!hit) {
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// Jump to next map square, either in x-direction, or in y-direction
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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// Check bounds and wall collisions
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if (mapY < 0 ||
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mapY >= map.length ||
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mapX < 0 ||
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mapX >= map[0].length) {
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hit = true;
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perpWallDist = 20.0; // Out of bounds fallback
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} else if (map[mapY][mapX] > 0) {
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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// Calculate distance projected on camera direction (No fisheye effect!)
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if (side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// 4. Calculate exact wall hit coordinate for textures
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double wallX;
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if (side == 0) {
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wallX = player.y + perpWallDist * rayDirY;
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} else {
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wallX = player.x + perpWallDist * rayDirX;
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}
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wallX -= wallX.floor(); // Get just the fractional part (0.0 to 0.99)
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_drawTexturedColumn(
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canvas,
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x,
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perpWallDist,
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wallX,
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side,
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size,
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hitWallId,
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textures,
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);
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}
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}
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void _drawTexturedColumn(
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Canvas canvas,
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int x,
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double distance,
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double wallX,
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int side,
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Size size,
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int hitWallId,
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List<Matrix<int>> textures,
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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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// 1. PERFECT 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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if (hitWallId >= 90) {
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texNum = 98; // 98 is the canonical index for the Wood Door in VSWAP
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// Optional: Doors don't usually have a dark E/W variant, so we don't add +1 for side
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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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int texX = (wallX * 64).toInt().clamp(0, 63);
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if (side == 0 && math.cos(playerAngle) > 0) texX = 63 - texX;
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if (side == 1 && math.sin(playerAngle) < 0) texX = 63 - texX;
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double startY = drawStart.toDouble();
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double stepY = wallHeight / 64.0;
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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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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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);
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}
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startY += stepY;
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}
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}
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@override
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bool shouldRepaint(covariant RaycasterPainter oldDelegate) {
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return oldDelegate.player != player ||
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oldDelegate.playerAngle != playerAngle;
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}
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}
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