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wolf_dart/packages/wolf_3d_engine/lib/src/ascii_rasterizer.dart
2026-03-16 15:42:48 +01:00

463 lines
13 KiB
Dart

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';
class AsciiTheme {
/// The character ramp, ordered from most dense (index 0) to least dense (last index).
final String ramp;
const AsciiTheme(this.ramp);
/// Always returns the densest character (e.g., for walls, UI, floors)
String get solid => ramp[0];
/// Always returns the completely empty character (e.g., for pitch black darkness)
String get empty => ramp[ramp.length - 1];
/// Returns a character based on a 0.0 to 1.0 brightness scale.
/// 1.0 returns the [solid] character, 0.0 returns the [empty] character.
String getByBrightness(double brightness) {
double b = brightness.clamp(0.0, 1.0);
int index = ((1.0 - b) * (ramp.length - 1)).round();
return ramp[index];
}
}
/// A collection of pre-defined character sets
abstract class AsciiThemes {
static const AsciiTheme blocks = AsciiTheme("█▓▒░ ");
static const AsciiTheme classic = AsciiTheme("@%#*+=-:. ");
static const AsciiTheme dense = AsciiTheme("█▇▆▅▄▃▂ ");
}
class ColoredChar {
final String char;
final int rawColor; // Stores the AABBGGRR integer from the palette
ColoredChar(this.char, this.rawColor);
// Safely extract the exact RGB channels regardless of framework
int get r => rawColor & 0xFF;
int get g => (rawColor >> 8) & 0xFF;
int get b => (rawColor >> 16) & 0xFF;
// Outputs standard AARRGGBB for Flutter's Color(int) constructor
int get argb => (0xFF000000) | (r << 16) | (g << 8) | b;
}
class AsciiRasterizer extends Rasterizer {
final AsciiTheme activeTheme = AsciiThemes.blocks;
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 => 2.0;
// Squish the entire 3D projection vertically by 50% to counteract tall terminal fonts
@override
double get verticalStretch => 1.8;
// 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(' ', ColorPalette.vga32Bit[0])),
);
return super.render(engine, buffer);
}
@override
void prepareFrame(WolfEngine engine) {
// Just grab the raw ints!
final int ceilingColor = ColorPalette.vga32Bit[25];
final int floorColor = ColorPalette.vga32Bit[29];
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (y < viewHeight / 2) {
_screen[y][x] = ColoredChar(activeTheme.solid, ceilingColor);
} else if (y < viewHeight) {
_screen[y][x] = ColoredChar(activeTheme.solid, floorColor);
}
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
double brightness = calculateDepthBrightness(perpWallDist);
String wallChar = activeTheme.getByBrightness(brightness);
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];
int pixelColor = ColorPalette.vga32Bit[colorByte]; // Raw int
// Faux directional lighting using your new base class method
if (side == 1) {
pixelColor = shadeColor(pixelColor);
}
_screen[y][x] = ColoredChar(wallChar, pixelColor);
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
double brightness = calculateDepthBrightness(transformY);
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 = texture.pixels[texX * 64 + texY];
if (colorByte != 255) {
int rawColor = ColorPalette.vga32Bit[colorByte];
// Shade the sprite's actual RGB color based on distance
int r = (rawColor & 0xFF);
int g = ((rawColor >> 8) & 0xFF);
int b = ((rawColor >> 16) & 0xFF);
r = (r * brightness).toInt();
g = (g * brightness).toInt();
b = (b * brightness).toInt();
int shadedColor = (0xFF000000) | (b << 16) | (g << 8) | r;
// Force sprites to be SOLID so they don't vanish into the terminal background
_screen[y][stripeX] = ColoredChar(activeTheme.solid, shadedColor);
}
}
}
@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(
activeTheme.solid,
ColorPalette.vga32Bit[colorByte],
);
}
}
}
}
}
// --- PRIVATE HUD DRAWING HELPER ---
/// Injects a pure text string directly into the rasterizer grid
void _writeString(int startX, int y, String text, int color) {
for (int i = 0; i < text.length; i++) {
int x = startX + i;
if (x >= 0 && x < width && y >= 0 && y < height) {
_screen[y][x] = ColoredChar(text[i], color);
}
}
}
@override
void drawHud(WolfEngine engine) {
// If the terminal is at least 160 columns wide and 50 rows tall,
// there are enough "pixels" to downscale the VGA image clearly.
if (width >= 160 && height >= 50) {
_drawFullVgaHud(engine);
} else {
_drawSimpleHud(engine);
}
}
void _drawSimpleHud(WolfEngine engine) {
// 1. Clear the HUD area so stray wall characters don't bleed in
for (int y = viewHeight; y < height; y++) {
for (int x = 0; x < width; x++) {
_screen[y][x] = ColoredChar(' ', 0xFF000000);
}
}
// 2. Draw a decorative border to separate the 3D view from the HUD
int borderColor = 0xFF555555; // Dark Gray
for (int x = 0; x < width; x++) {
_screen[viewHeight][x] = ColoredChar('=', borderColor);
}
// 3. Define some clean terminal colors
int white = 0xFFFFFFFF;
int yellow = 0xFFFFFF55;
int red = 0xFFFF5555;
// Turn health text red if dying
int healthColor = engine.player.health > 25 ? white : red;
// Format the strings nicely
String score = "SCORE: ${engine.player.score.toString().padLeft(6, '0')}";
String health = "HEALTH: ${engine.player.health}%";
String ammo = "AMMO: ${engine.player.ammo}";
int textY = viewHeight + 4; // Center it vertically in the HUD area
// 4. Print the stats evenly spaced across the bottom
_writeString(6, textY, "FLOOR 1", white);
_writeString(22, textY, score, white);
_writeString(44, textY, "LIVES: 3", white);
// 5. Reactive ASCII Face
String face = " :-) ";
if (engine.player.health <= 0) {
face = " X-x ";
} else if (engine.player.health <= 25) {
face = " :-( ";
} else if (engine.player.health <= 60) {
face = " :-| ";
}
_writeString(62, textY, "[$face]", yellow);
_writeString(78, textY, health, healthColor);
_writeString(100, textY, ammo, white);
}
void _drawFullVgaHud(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) {
_screen[drawY][drawX] = ColoredChar(
activeTheme.solid,
ColorPalette.vga32Bit[colorByte],
);
}
}
}
}
}
// --- 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++) {
ColoredChar cell = _screen[y][x];
// Use our safe getters!
int r = cell.r;
int g = cell.g;
int b = cell.b;
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt().clamp(0, 255);
b = (b * colorDrop).toInt().clamp(0, 255);
// Pack back into the native AABBGGRR format that ColoredChar expects
int newRawColor = (0xFF000000) | (b << 16) | (g << 8) | r;
_screen[y][x] = ColoredChar(cell.char, newRawColor);
}
}
}
/// Converts the current frame to a single printable ANSI string
String toAnsiString() {
StringBuffer buffer = StringBuffer();
int lastR = -1;
int lastG = -1;
int lastB = -1;
for (int y = 0; y < _screen.length; y++) {
List<ColoredChar> row = _screen[y];
for (ColoredChar cell in row) {
if (cell.r != lastR || cell.g != lastG || cell.b != lastB) {
buffer.write('\x1b[38;2;${cell.r};${cell.g};${cell.b}m');
lastR = cell.r;
lastG = cell.g;
lastB = cell.b;
}
buffer.write(cell.char);
}
// Only print a newline if we are NOT on the very last row.
// This stops the terminal from scrolling down!
if (y < _screen.length - 1) {
buffer.write('\n');
}
}
// Reset the terminal color at the very end
buffer.write('\x1b[0m');
return buffer.toString();
}
}