389 lines
13 KiB
Dart
389 lines
13 KiB
Dart
import 'dart:math' as math;
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_engine/wolf_3d_engine.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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abstract class Rasterizer {
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late List<double> zBuffer;
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late int width;
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late int height;
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late int viewHeight;
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/// A multiplier to adjust the width of sprites.
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/// Pixel renderers usually keep this at 1.0.
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/// ASCII renderers can override this (e.g., 0.6) to account for tall characters.
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double get aspectMultiplier => 1.0;
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/// A multiplier to counteract tall pixel formats (like 1:2 terminal fonts).
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/// Defaults to 1.0 (no squish) for standard pixel rendering.
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double get verticalStretch => 1.0;
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/// The main entry point called by the game loop.
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/// Orchestrates the mathematical rendering pipeline.
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dynamic render(WolfEngine engine, FrameBuffer buffer) {
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width = buffer.width;
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height = buffer.height;
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// The 3D view typically takes up the top 80% of the screen
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viewHeight = (height * 0.8).toInt();
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zBuffer = List.filled(width, 0.0);
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// 1. Setup the frame (clear screen, draw floor/ceiling)
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prepareFrame(engine);
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// 2. Do the heavy math for Raycasting Walls
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_castWalls(engine);
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// 3. Do the heavy math for Projecting Sprites
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_castSprites(engine);
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// 4. Draw 2D Overlays
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drawWeapon(engine);
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drawHud(engine);
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// 5. Finalize and return the frame data (Buffer or String/List)
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return finalizeFrame();
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}
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// ===========================================================================
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// ABSTRACT METHODS (Implemented by the child renderers)
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// ===========================================================================
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/// Initialize buffers, clear the screen, and draw the floor/ceiling.
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void prepareFrame(WolfEngine engine);
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/// Draw a single vertical column of a wall.
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void drawWallColumn(
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int x,
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int drawStart,
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int drawEnd,
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int columnHeight,
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Sprite texture,
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int texX,
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double perpWallDist,
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int side,
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);
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/// Draw a single vertical stripe of a sprite (enemy/item).
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void drawSpriteStripe(
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int stripeX,
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int drawStartY,
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int drawEndY,
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int spriteHeight,
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Sprite texture,
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int texX,
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double transformY,
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);
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/// Draw the player's weapon overlay at the bottom of the 3D view.
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void drawWeapon(WolfEngine engine);
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/// Draw the 2D status bar at the bottom 20% of the screen.
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void drawHud(WolfEngine engine);
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/// Return the finished frame (e.g., the FrameBuffer itself, or an ASCII list).
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dynamic finalizeFrame();
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// ===========================================================================
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// SHARED LIGHTING MATH
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// ===========================================================================
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/// Calculates depth-based lighting falloff (0.0 to 1.0).
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/// While the original Wolf3D didn't use depth fog, this provides a great
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/// atmospheric effect for custom renderers (like ASCII dithering).
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double calculateDepthBrightness(double distance) {
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return (10.0 / (distance + 2.0)).clamp(0.0, 1.0);
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}
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// ===========================================================================
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// CORE ENGINE MATH (Shared across all renderers)
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// ===========================================================================
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void _castWalls(WolfEngine engine) {
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final Player player = engine.player;
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final SpriteMap map = engine.currentLevel;
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final List<Sprite> wallTextures = engine.data.walls;
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final Map<String, double> doorOffsets = engine.doorManager
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.getOffsetsForRenderer();
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final Pushwall? activePushwall = engine.pushwallManager.activePushwall;
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final double fov = math.pi / 3;
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Coordinate2D dir = Coordinate2D(
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math.cos(player.angle),
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math.sin(player.angle),
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);
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Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
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for (int x = 0; x < width; x++) {
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double cameraX = 2 * x / width - 1.0;
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Coordinate2D rayDir = dir + (plane * cameraX);
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int mapX = player.x.toInt();
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int mapY = player.y.toInt();
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double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
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double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
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double sideDistX, sideDistY, perpWallDist = 0.0;
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int stepX, stepY, side = 0, hitWallId = 0;
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bool hit = false, hitOutOfBounds = false, customDistCalculated = false;
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double textureOffset = 0.0;
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Set<String> ignoredDoors = {};
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if (rayDir.x < 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 (rayDir.y < 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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// DDA Loop
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while (!hit) {
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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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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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hitOutOfBounds = true;
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} else if (map[mapY][mapX] > 0) {
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String mapKey = '$mapX,$mapY';
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// DOOR LOGIC
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
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double currentOffset = doorOffsets[mapKey] ?? 0.0;
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if (currentOffset > 0.0) {
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double perpWallDistTemp = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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double wallXTemp = (side == 0)
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? player.y + perpWallDistTemp * rayDir.y
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: player.x + perpWallDistTemp * rayDir.x;
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wallXTemp -= wallXTemp.floor();
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if (wallXTemp < currentOffset) {
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ignoredDoors.add(mapKey);
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continue; // Ray passes through the open part of the door
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}
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}
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hit = true;
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hitWallId = map[mapY][mapX];
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textureOffset = currentOffset;
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}
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// PUSHWALL LOGIC
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else if (activePushwall != null &&
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mapX == activePushwall.x &&
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mapY == activePushwall.y) {
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hit = true;
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hitWallId = map[mapY][mapX];
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double pOffset = activePushwall.offset;
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int pDirX = activePushwall.dirX;
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int pDirY = activePushwall.dirY;
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perpWallDist = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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if (side == 0 && pDirX != 0) {
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if (pDirX == stepX) {
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double intersect = perpWallDist + pOffset * deltaDistX;
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if (intersect < sideDistY) {
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perpWallDist = intersect;
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} else {
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side = 1;
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perpWallDist = sideDistY - deltaDistY;
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}
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} else {
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perpWallDist -= (1.0 - pOffset) * deltaDistX;
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}
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} else if (side == 1 && pDirY != 0) {
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if (pDirY == stepY) {
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double intersect = perpWallDist + pOffset * deltaDistY;
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if (intersect < sideDistX) {
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perpWallDist = intersect;
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} else {
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side = 0;
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perpWallDist = sideDistX - deltaDistX;
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}
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} else {
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perpWallDist -= (1.0 - pOffset) * deltaDistY;
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}
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} else {
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double wallFraction = (side == 0)
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? player.y + perpWallDist * rayDir.y
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: player.x + perpWallDist * rayDir.x;
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wallFraction -= wallFraction.floor();
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if (side == 0) {
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if (pDirY == 1 && wallFraction < pOffset) hit = false;
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if (pDirY == -1 && wallFraction > (1.0 - pOffset)) hit = false;
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if (hit) textureOffset = pOffset * pDirY;
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} else {
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if (pDirX == 1 && wallFraction < pOffset) hit = false;
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if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
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if (hit) textureOffset = pOffset * pDirX;
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}
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}
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if (!hit) continue;
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customDistCalculated = true;
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} else {
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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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}
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if (hitOutOfBounds) continue;
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if (!customDistCalculated) {
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perpWallDist = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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}
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if (perpWallDist < 0.1) perpWallDist = 0.1;
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// Save for sprite depth checks
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zBuffer[x] = perpWallDist;
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// Calculate Texture X Coordinate
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double wallX = (side == 0)
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? player.y + perpWallDist * rayDir.y
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: player.x + perpWallDist * rayDir.x;
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wallX -= wallX.floor();
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int texNum;
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if (hitWallId >= 90) {
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texNum = 98.clamp(0, wallTextures.length - 1);
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} else {
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texNum = ((hitWallId - 1) * 2).clamp(0, wallTextures.length - 2);
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if (side == 1) texNum += 1;
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}
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Sprite texture = wallTextures[texNum];
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// Texture flipping for specific orientations
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int texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
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if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
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if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
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// Calculate drawing dimensions
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int columnHeight = ((viewHeight / perpWallDist) * verticalStretch)
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.toInt();
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int drawStart = (-columnHeight ~/ 2 + viewHeight ~/ 2).clamp(
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0,
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viewHeight,
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);
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int drawEnd = (columnHeight ~/ 2 + viewHeight ~/ 2).clamp(0, viewHeight);
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// Tell the implementation to draw this column
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drawWallColumn(
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x,
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drawStart,
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drawEnd,
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columnHeight,
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texture,
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texX,
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perpWallDist,
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side,
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);
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}
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}
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void _castSprites(WolfEngine engine) {
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final Player player = engine.player;
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final List<Entity> activeSprites = List.from(engine.entities);
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// Sort from furthest to closest (Painter's Algorithm)
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activeSprites.sort((a, b) {
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double distA = player.position.distanceTo(a.position);
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double distB = player.position.distanceTo(b.position);
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return distB.compareTo(distA);
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});
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Coordinate2D dir = Coordinate2D(
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math.cos(player.angle),
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math.sin(player.angle),
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);
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Coordinate2D plane =
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Coordinate2D(-dir.y, dir.x) * math.tan((math.pi / 3) / 2);
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for (Entity entity in activeSprites) {
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Coordinate2D spritePos = entity.position - player.position;
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double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y);
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double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y);
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double transformY =
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invDet * (-plane.y * spritePos.x + plane.x * spritePos.y);
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// Only process if the sprite is in front of the camera
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if (transformY > 0) {
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int spriteScreenX = ((width / 2) * (1 + transformX / transformY))
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.toInt();
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int spriteHeight = ((viewHeight / transformY).abs() * verticalStretch)
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.toInt();
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// Scale width based on the aspectMultiplier (useful for ASCII)
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int spriteWidth = (spriteHeight * aspectMultiplier / verticalStretch)
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.toInt();
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int drawStartY = -spriteHeight ~/ 2 + viewHeight ~/ 2;
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int drawEndY = spriteHeight ~/ 2 + viewHeight ~/ 2;
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int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
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int clipStartX = math.max(0, drawStartX);
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int clipEndX = math.min(width - 1, drawEndX);
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int safeIndex = entity.spriteIndex.clamp(
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0,
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engine.data.sprites.length - 1,
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);
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Sprite texture = engine.data.sprites[safeIndex];
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// Loop through the visible vertical stripes
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for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
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// Check the Z-Buffer to see if a wall is in front of this stripe
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if (transformY < zBuffer[stripe]) {
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int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
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// Tell the implementation to draw this stripe
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drawSpriteStripe(
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stripe,
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drawStartY,
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drawEndY,
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spriteHeight,
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texture,
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texX,
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transformY,
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);
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}
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}
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}
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}
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}
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/// Darkens a 32-bit 0xAABBGGRR color by roughly 30% without touching Alpha
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int shadeColor(int color) {
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int r = (color & 0xFF) * 7 ~/ 10;
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int g = ((color >> 8) & 0xFF) * 7 ~/ 10;
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int b = ((color >> 16) & 0xFF) * 7 ~/ 10;
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return (0xFF000000) | (b << 16) | (g << 8) | r;
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}
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}
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