Files
wolf_dart/lib/features/renderer/raycast_painter.dart
2026-03-15 11:52:12 +01:00

376 lines
12 KiB
Dart

import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/pushwall_manager.dart';
import 'package:wolf_dart/features/player/player.dart';
import 'package:wolf_dart/features/renderer/color_palette.dart';
class RaycasterPainter extends CustomPainter {
final Level map;
final List<Sprite> textures;
final Player player;
final double fov;
final Map<String, double> doorOffsets;
final Pushwall? activePushwall;
final List<Sprite> sprites;
final List<Entity> entities;
RaycasterPainter({
required this.map,
required this.textures,
required this.player,
required this.fov,
required this.doorOffsets,
this.activePushwall,
required this.sprites,
required this.entities,
});
@override
void paint(Canvas canvas, Size size) {
final Paint bgPaint = Paint()..isAntiAlias = false;
// 1. Draw Ceiling & Floor
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height / 2),
bgPaint..color = Colors.blueGrey[900]!,
);
canvas.drawRect(
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
bgPaint..color = Colors.brown[900]!,
);
const int renderWidth = 320;
double columnWidth = size.width / renderWidth;
final Paint columnPaint = Paint()
..isAntiAlias = false
..strokeWidth = columnWidth + 0.5;
List<double> zBuffer = List.filled(renderWidth, 0.0);
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 < renderWidth; x++) {
double cameraX = 2 * x / renderWidth - 1.0;
Coordinate2D rayDir = dir + (plane * cameraX);
int mapX = player.x.toInt();
int mapY = player.y.toInt();
double sideDistX;
double sideDistY;
double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
double perpWallDist = 0.0;
int stepX;
int stepY;
bool hit = false;
bool hitOutOfBounds = false;
int side = 0;
int hitWallId = 0;
double textureOffset = 0.0; // Replaces doorOffset to handle both
bool customDistCalculated = false; // Flag to skip standard distance
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 passed through the open door gap
}
}
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);
// Did we hit the face that is being pushed deeper?
if (side == 0 && pDirX != 0) {
if (pDirX == stepX) {
double intersect = perpWallDist + pOffset * deltaDistX;
if (intersect < sideDistY) {
perpWallDist = intersect; // Hit the recessed front face
} else {
side =
1; // Missed the front face, hit the newly exposed side!
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 {
// We hit the side of the sliding block. Did the ray slip behind it?
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; // Stick the texture to the block
}
} else {
if (pDirX == 1 && wallFraction < pOffset) hit = false;
if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) {
textureOffset =
pOffset * pDirX; // Stick the texture to the block
}
}
}
if (!hit) continue; // The ray slipped past! Keep looping.
customDistCalculated = true; // Lock in our custom distance math
}
// --- STANDARD WALL ---
else {
hit = true;
hitWallId = map[mapY][mapX];
}
}
}
if (hitOutOfBounds) continue;
// Apply standard math ONLY if we didn't calculate a sub-tile pushwall distance
if (!customDistCalculated) {
if (side == 0) {
perpWallDist = (sideDistX - deltaDistX);
} else {
perpWallDist = (sideDistY - deltaDistY);
}
}
zBuffer[x] = perpWallDist;
double wallX = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
wallX -= wallX.floor();
double drawX = x * columnWidth;
_drawTexturedColumn(
canvas,
drawX,
perpWallDist,
wallX,
side,
size,
hitWallId,
textures,
textureOffset,
columnPaint,
);
}
// --- 2. DRAW SPRITES ---
// (Keep your existing sprite rendering logic exactly the same)
List<Entity> activeSprites = List.from(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 = ((renderWidth / 2) * (1 + transformX / transformY))
.toInt();
int spriteHeight = (size.height / transformY).abs().toInt();
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(renderWidth - 1, drawEndX);
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
if (transformY < zBuffer[stripe]) {
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
int texX = texXDouble.toInt().clamp(0, 63);
double startY = (size.height / 2) - (spriteHeight / 2);
double stepY = spriteHeight / 64.0;
double drawX = stripe * columnWidth;
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
Sprite spritePixels = sprites[safeIndex];
for (int ty = 0; ty < 64; ty++) {
int colorByte = spritePixels[texX][ty];
if (colorByte != 255) {
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
columnPaint.color = ColorPalette.vga[colorByte];
canvas.drawLine(
Offset(drawX, startY),
Offset(drawX, endY),
columnPaint,
);
}
}
startY += stepY;
}
}
}
}
}
}
void _drawTexturedColumn(
Canvas canvas,
double drawX,
double distance,
double wallX,
int side,
Size size,
int hitWallId,
List<Sprite> textures,
double textureOffset,
Paint paint,
) {
if (distance <= 0.01) distance = 0.01;
double wallHeight = size.height / distance;
int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
int texNum;
int texX;
if (hitWallId >= 90) {
// DOORS
texNum = 98.clamp(0, textures.length - 1);
texX = ((wallX - textureOffset) * 64).toInt().clamp(0, 63);
} else {
// WALLS & PUSHWALLS
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
// We apply the modulo % 1.0 to handle negative texture offsets smoothly!
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;
double startY = drawStart.toDouble();
double stepY = wallHeight / 64.0;
for (int ty = 0; ty < 64; ty++) {
int colorByte = textures[texNum][texX][ty];
paint.color = ColorPalette.vga[colorByte];
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
canvas.drawLine(
Offset(drawX, startY),
Offset(drawX, endY),
paint,
);
}
startY += stepY;
}
}
@override
bool shouldRepaint(RaycasterPainter oldDelegate) => true;
}