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flutter_opengl 封面
套件詳情v0.9.0

flutter_opengl

將 Texture 小部件綁定到 OpenGL ES 環境的 Flutter 插件。可使用許多 ShaderToy 着色器

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近 30 天下載
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Pub 分數
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安裝套件

flutter pub add flutter_opengl

套件介紹

根據套件公開資料產生的選型評估,僅供參考。

flutter_opengl 是一個 Flutter 插件,可將 OpenGL ES 上下文與 Flutter 的 Texture 小部件整合,以實現自訂著色器的即時渲染。它支援 ShaderToy 著色器的使用,非常適合用來創造動態背景效果、動畫漸層以及視覺豐富的使用者介面元件。此外,該插件可在 Android、iOS、macOS、Windows 及 Linux 等多個平台運作,提供一致的效能與視覺保真度。開發者可利用 GPU 加速,在應用程式中實現流暢且高品質的圖形。

適用情境

  • 建立動畫背景
  • 實作基於著色器的UI效果
  • 渲染複雜的視覺化效果
  • 整合 ShaderToy 着色器
  • 建構互動式藝術介面

主要特色

  • 即時 OpenGL ES 渲染
  • 對 ShaderToy 着色器的支援
  • 跨平台相容性
  • GPU 加速效能
  • 與 Texture 小部件的無縫整合

適合對象

  • 使用著色器的視覺藝術家
  • 尋求高階圖形的App開發者
  • 設計師創造沉浸式使用者介面
  • 互動式媒體應用
  • 原型設計實驗性視覺效果

使用建議

  • 需要了解 OpenGL ES 和 GLSL
  • 效能因裝置而異
  • 著色器的除錯工具有限
  • 不適合用於簡單的UI元件
  • 由於原生依賴項,可能導致應用體積增加

原始 README

以下為關聯原始碼儲存庫的 README 原文快照,最新內容請造訪原始碼儲存庫。

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
✅ ✅ ✅ x x x

gif gif gif

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) {
                return const SizedBox.shrink();
            }
            /// When the texture id is retrieved, it will be possible
            /// to start the renderer, set a shader and display it.

            /// Start renderer thread
            OpenGLController().openglFFI.startThread();

            /// Set the fragment shader
            OpenGLController().openglFFI.setShaderToy(fShader);

            /// build the texture widget
            return OpenGLTexture(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.
String setShader(bool isContinuous, String vertexShader, String fragmentShader) 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()
setMousePosition(Offset startingPos, Offset pos, PointerEventType eventType, Size twSize) 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
double getFps() Get current FPS (capped to 100).
bool addBoolUniform(String name, bool val)
bool addIntUniform(String name, int val)
bool addFloatUniform(String name, double val)
bool addVec2Uniform(String name, List<double> val)
bool addVec3Uniform(String name, List<double> val)
bool addVec4Uniform(String name, List<double> val)
bool addMat2Uniform(String name, List<double> val)
bool addMat3Uniform(String name, List<double> val)
bool addMat4Uniform(String name, List<double> val)
Add an uniforms.
Return true if succes or false if already added.
bool addSampler2DUniform(String name, int width, int height, Uint8List val) Add a Sampler2D uniform. The raw image stored in val must be in RGBA32 format.
bool replaceSampler2DUniform(String name, int width, int height, Uint8List val) Replace a Sampler2D uniform texture with another one with different size.
bool setBoolUniform(String name, bool val)
bool setIntUniform(String name, int val)
bool setFloatUniform(String name, double val)
bool setVec2Uniform(String name, List<double> val)
bool setVec3Uniform(String name, List<double> val)
bool setVec4Uniform(String name, List<double> val)
bool setMat2Uniform(String name, List<double> val)
bool setMat3Uniform(String name, List<double> val)
bool setMat4Uniform(String name, List<double> val)
Set value of an existing uniform. Return false if the uniform doesn't exist.
bool setSampler2DUniform(String name, Uint8List val) 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.
bool startCaptureOnSampler2D(String name, String completeFilePath) Set Sampler2D uniform name with frames captured by OpenCV VideoCapture

completeFilePath can be:
- 'cam0' for webCam0
- 'cam1' for webCam1
- a complete local video file path

Note: this video capture is just for reference on how textures work in real time. Videos FPS are not precise and the camera on Android doesn't work.
bool stopCapture() Stop capturing thread.

Setup

Linux

Be sure you have glew, glm and OpenCV packages installed.

Windows

Go into the windows folder from the project root.

  • clone Native_SDK:

git clone https://github.com/powervr-graphics/Native_SDK.git

you can safely delete all but the lib and include directories from the cloned repo

  • clone glm

git clone https://github.com/g-truc/glm.git

  • download glew Binaries for Windows 32-bit and 64-bit from here:

https://glew.sourceforge.net (sources at https://github.com/nigels-com/glew)

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
  • iOS, Mac and Web support
  • ES 3 on Android (now supports 2)
  • displayed FPS seems not to be correct
  • leave OpenCV into the plugin for further use?

所屬分類

依賴

依賴清單 4 項

原始碼儲存庫

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