flutter_opengl은 Flutter의 Texture 위젯과 OpenGL ES 컨텍스트를 통합할 수 있게 해주는 Flutter 플러그인으로, 사용자 정의 쉐이더의 실시간 렌더링을 가능하게 합니다. ShaderToy 쉐이더의 사용을 지원하여 동적 배경 효과, 애니메이션 그라디언트 및 시각적으로 풍부한 UI 요소를 만들기에 적합합니다. 이 플러그인은 Android, iOS, macOS, Windows, Linux 등 여러 플랫폼에서 작동하며 일관된 성능과 시각적 정확도를 제공합니다. 개발자는 애플리케이션 내에서 부드럽고 고품질 그래픽을 위해 GPU 가속 기능을 활용할 수 있습니다.
사용 사례
애니메이션 배경 만들기
셰이더 기반 UI 효과 구현
복잡한 시각화 렌더링
ShaderToy 쉐이더 통합
상호작용 예술 인터페이스 만들기
주요 기능
실시간 OpenGL ES 렌더링
ShaderToy 쉐이더 지원
크로스 플랫폼 호환성
GPU 가속 성능
Texture 위젯과의 원활한 통합
적합한 대상
셰이더를 사용하는 시각 예술가
고급 그래픽을 찾는 앱 개발자
immersiv UI를 만드는 디자이너
인터랙티브 미디어 애플리케이션
실험적 시각의 프로토타이핑
고려 사항
OpenGL ES 및 GLSL에 대한 지식이 필요합니다
성능은 기기마다 다릅니다
셰이더에 대한 디버깅 도구가 제한적입니다
간단한 UI 컴포넌트에 적합하지 않습니다
네이티브 종속성으로 인해 앱 크기가 증가할 수 있습니다
원본 README
연결된 소스 저장소의 README 원문 스냅샷입니다. 최신 내용은 저장소에서 확인하세요.
flutter_opengl
A Flutter OpenGL ES plugin using a Texture() widget. Supports Android, Linux and Windows. Many shaders from ShaderToy.com can be copy/pasted
Getting Started
Android
Windows
Linux
iOS
MacOS
Web
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The main workflow of the plugin is:
ask to native code with a MethodChannel for a texture ID
use the texture ID in a Texture() widget
set a vertex and a fragment sources
start the renderer
change shader sources on the fly
All functionalities, but the first call to the first method channel, use FFI calls.
The starting idea developing this plugin, was not just to use GLSL, but also take advantage of the wonderful ShaderToy web site.
For now it's possible to copy/paste shaders from ShaderToy, but only those which have only one layer.
Be aware that on a real device, many shaders could be very slow because they are hungry of power and some others needs ES 3 and for now is not supported on Android (ie latest 3 shaders in the lib/main_in_deep.dart example).
iResolution, iTime, iMouse, iChannel[0-3] are supported, other uniforms can be added at run-time.
iResolution is a vec3 uniform which represents the texture size
iTime is a float which represents the time since the shader was created
iMouse is a vec4 which the x and y values represent the coordinates where the mouse or the touch is grabbed hover the Texture() widget
iChannel[0-3] Sampler2D uniform textures
Simple example
SizedBox(
width: 400,
height: 300,
child: FutureBuilder(
/// The surface size identifies the real texture size and/// it is not related to the above SizedBox size
future: OpenGLController().openglPlugin.createSurface(300, 200),
builder: (_, snapshot) {
if (snapshot.hasError || !snapshot.hasData) {
returnconstSizedBox.shrink();
}
/// When the texture id is retrieved, it will be possible/// to start the renderer, set a shader and display it./// Start renderer threadOpenGLController().openglFFI.startThread();
/// Set the fragment shaderOpenGLController().openglFFI.setShaderToy(fShader);
/// build the texture widgetreturnOpenGLTexture(id: snapshot.data!);
},
),
)
Look at example/lib/main_in_deep.dart for a full fledged example.
Once the renderer is started all the below methods can be used via OpenGLController().openglFFI:
method
description
bool rendererStatus()
Returns true if the texture has been created successfully via OpenGLController().openglPlugin.createSurface()
Size getTextureSize()
Get the size of the current texture. If not set it returns Size(-1, -1)
startThread()
Starts the drawing thread loop.
stopThread()
Delete shader, delete texture and stops the drawing thread loop.
isContinuous not used yet. vertexShader String of the vertex shader source. fragmentShader String of the fragment shader source
returns the compiling shader error string or an empty string if no errors.
String setShaderToy(String fragmentShader)
Set the shader to be used in the current texture. These are only fragment shaders taken from ShaderToy.com Many of the shaders can be copy/pasted, but they must have only the "image" layer (ie no buffer). Also many of them could be heavy for mobile devices (few FPS).
The uniforms actually available and automatically registered are: float iTime vec4 iMouse vec3 iResolution Sampler2D iChannel[0-3]
String getVertexShader()
Get current vertex shader text.
String getFragmentShader()
Get current fragment shader text.
addShaderToyUniforms()
add these uniforms: vec4 iMouse vec3 iResolution float iTime Sampler2D iChannel[0-3] These uniforms are automatically set when using setShaderToy()
Set the iMouse uniform. How to use the mouse input (only left button supported): mouse.xy = mouse position during last button down abs(mouse.zw) = mouse position during last button click sign(mouze.z) = button is down sign(mouze.w) = button is clicked
This is automatically processed by OpenGLTexture widget
For reference: https://www.shadertoy.com/view/llySRh https://www.shadertoy.com/view/Mss3zH
Replace a texture with another image with the same size. Be sure the val length is the same as the previously stored image with the uniform named name.
extract the zip and rename its main directory to "glew"
run "SCRIPTS\setupOpenCV-windows.bat" or manually download OpenCV and extract it into SCRIPT dir:
https://github.com/opencv/opencv/releases/download/4.7.0/opencv-4.7.0-windows.exe
Android
Run the script SCRIPT/setupOpenCV-android.sh or manually download OpenCV from here https://github.com/opencv/opencv/releases/download/4.7.0/opencv-4.7.0-android-sdk.zip locate libs and include folders and copy them into android/src/opencv.
TODO
better docomentation
the c/c++ code is not "state of the art" written! PRs are welcomed