GridShader class abstract final

Loads and configures the background grid's fragment shader.

The FragmentProgram is compiled once per process and cached; each editor takes its own FragmentShader from it, because uniforms are per-instance state and two editors painting in the same frame would otherwise clobber each other.

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Properties

resolvedAssetKey ↔ String?
The key the program actually loaded from, once known.
getter/setter pair

Static Methods

configure(FragmentShader shader, ViewportTransform viewport, NodeEditorTheme theme) → void
createShader() → FragmentShader?
A fresh shader instance, or null if the program has not loaded.
isTooDense(NodeEditorTheme theme, double scale) → bool
Whether the grid is dense enough that even major lines are noise.
load() → Future<FragmentProgram?>
Compiles the program, or returns null where shaders are not available.

Constants

assetKeys → const List<String>
Keys the shader may be bundled under, most likely first.