搜尋套件、儲存庫與 APP 分類

套件詳情v0.0.1-nullsafety.0

flutter_web_gl

一個新的 Flutter 插件專案。

AndroidiOSWindows
近 30 天下載
53
喜歡數
14
Pub 分數
90

安裝套件

flutter pub add flutter_web_gl

套件介紹

根據套件公開資料產生的選型評估,僅供參考。

FlutterWebGL 是一個 Flutter 插件,可使用 WebGL 在 Flutter 應用中實現 3D 圖形渲染。它在 Flutter 和 WebGL 之間提供了一個橋樑,使開發者能夠將高效率的 3D 內容直接整合到 Android、iOS 和 Windows 的應用中。該插件支援互動式 3D 場景、即時渲染,並可與流行的 3D 庫(如 Three.js)整合。專為尋求沉浸式視覺體驗的開發者設計,它簡化了在 Flutter 生態系統中使用 WebGL 的過程。

適用情境

  • 建立互動式3D儀表板
  • 建構增強現實介面
  • 渲染複雜的3D模型
  • 開發具有3D環境的遊戲
  • 以3D可視化科學數據

主要特色

  • WebGL 與 Flutter 的整合
  • 跨平台3D渲染
  • 對 Three.js 及類似庫的支援
  • 即時3D場景更新
  • 輕量且高效

適合對象

  • 3D視覺化開發者
  • 面向多個平台的遊戲開發者
  • 需要高階圖形的UI設計師
  • 教育類應用程式開發者
  • 數據可視化專家

使用建議

  • 需要了解 WebGL 或 3D API
  • 有限的原生3D框架支援
  • 性能因設備而異
  • 可能需要自定義著色器程式設計
  • 不太適合簡單的使用者介面

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。

FlutterWebGL Pub Version

So far there is no way to render 3D objects efficiently in Flutter. Also directly accessing and programming the GPU from Dart isn't supported yet. This plugin shall close this gap.

Originally @kentcb and I were working on a wrapper for OpenGL for a project for the company Aaronia. Although we got pretty far with that one looking at the fact the Apple deprecated OpenGL I wondered if this still is the right approach.

Luckily Simon made me aware that there is the Angle project from Google that implements an OpenGL ES API for all platforms that don't support them

This project will solve two goals:

  • Offer a low-level Dart FFI layer to render into a Flutter Texture Widget with the OpenGL ES 3.0 API
  • Realise a Dart Version of the WebGL interface which covers most of the functionality of OpenGL ES, but without the hassle to deal with FFI NativeTypes and proper error handling.

On top of that other packages can build easier to use 3D APIs, e.g. there is a Dart port of the JS 3D framework three.js

How does this work:

Flutter has a Texture widget which is a placeholder for graphic content that is rendered onto a native Texture object. This works by creating a Texture object in the native part of this plugin and registering this texture with the Flutter Engine. The Engine returns an id which can then be used in Texture widgets in Flutter. Flutter will then display the current content of that texture. If the content of this texture was changed by native code we have to inform the Flutter Engine, so that it can update the linked Texture Widgets.

This plugin uses OpenGL ES to render to that native textures. Because of the way OpenGL works we can access the OpenGL "render buffer object" (RBO) from the native part of the plugin as well over the Dart-FFI bindings to the OpenGL ES API so that we can write all rendering code (with the exception of Shaders) in Dart.

To use this you have to do:

  1. Call FlutterWebGL.initOpenGL() which will setup all the needed infrastructure on the Dart and native side of the plugin
  2. Create a Texture with FlutterWebGL.createTexture which will return you the textureID to use it in the TextureWidget
  3. Activate the Texture to access it with OpenGL commands (this part isn't done yet, so far only one texture is supported).
  4. Render to this texture with OpenGL ES low level or WebGL commands
  5. Inform the Flutter Engine that new content is available on that texture by calling FlutterWebGL.updateTexture.

Check out the example to see how it works.

So far the handling of rendering is intentionally not connected to any special widget, but kept separate. This will make it possible to update the texture content even from a separate Isolate which opens a lot of possibilities.

Roadmap

Luckily Aaronia supports this project by that I can work part of the time I do for them on this project.

As there is a lot to do, and it needs knowledge of the tool chains for the different platforms it would be amazing if you could join this project.

Currently, I see the following tasks that need to be solved.

  • [ ] Build the Angle Framework for

    • [x] Windows
    • [ ] Linux,(not necessary until the Flutter Engine supports native Textures on Linux, see this stale PR )
    • [ ] MacOS
    • [ ] iOS (it seems that the main Angle project hasn't caught up with its fork metalangle so we probably should use this one)
  • [x] Create a Dart-FFI layer for OpenGL ES 3.0 API and EGL 1.5

  • [ ] Implement native plugin parts that register and update the textures

    • [x] Windows
    • [ ] Android
    • [ ] iOS
    • [ ] macOS
    • [ ] Linux (see above)
    • [ ] Web??? I have no idea how, but maybe someone else does :-)
  • [ ] Implement WebGL in Dart

  • [ ] add a way to render text. My current idea would be to render text using Flutter onto a canvas and pass that down to OpenGL so that it can be used as a texture on Polygons.

  • [ ] design widgets that let you use WebGL without needing to care about Texture allocation and notifying

  • [ ] write examples and documentation

resources

https://chromium.googlesource.com/angle/angle https://github.com/kakashidinho/metalangle https://www.khronos.org/registry/OpenGL/specs/es/3.2/es_spec_3.2.pdf https://www.khronos.org/registry/EGL/specs/eglspec.1.5.pdf

https://learnopengl.com/Getting-started/Hello-Triangle

所屬分類

依賴

依賴清單 3 項

  • dylib0.2.1-nullsafety.0
  • ffi0.2.0-nullsafety.1
  • opengl_es_bindings^1.0.0-pre

原始碼儲存庫

使用此套件的專案

暫無相關資料。