flutter_opengl 0.9.0 flutter_opengl: ^0.9.0 copied to clipboard
Flutter plugin to bind a Texture widget to an OpenGL ES context. Many ShaderToy shaders can be used
import 'package:flutter/material.dart';
import 'package:flutter_opengl/flutter_opengl.dart';
void main() {
OpenGLController().initializeGL();
runApp(const MaterialApp(
home: MyApp(),
));
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: key);
final String fShader = '''
// https://www.shadertoy.com/view/XlfGRj
// Star Nest by Pablo Roman Andrioli
#define iterations 17
#define formuparam 0.53
#define volsteps 20
#define stepsize 0.1
#define zoom 0.800
#define tile 0.850
#define speed 0.010
#define brightness 0.0015
#define darkmatter 0.300
#define distfading 0.730
#define saturation 0.850
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//get coords and direction
vec2 uv=fragCoord.xy/iResolution.xy-.5;
uv.y*=iResolution.y/iResolution.x;
vec3 dir=vec3(uv*zoom,1.);
float time=iTime*speed+.25;
//mouse rotation
float a1=.5+iMouse.x/iResolution.x*2.;
float a2=.8+iMouse.y/iResolution.y*2.;
mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1));
mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
dir.xz*=rot1;
dir.xy*=rot2;
vec3 from=vec3(1.,.5,0.5);
from+=vec3(time*2.,time,-2.);
from.xz*=rot1;
from.xy*=rot2;
//volumetric rendering
float s=0.1,fade=1.;
vec3 v=vec3(0.);
for (int r=0; r<volsteps; r++) {
vec3 p=from+s*dir*.5;
p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
float pa,a=pa=0.;
for (int i=0; i<iterations; i++) {
p=abs(p)/dot(p,p)-formuparam; // the magic formula
a+=abs(length(p)-pa); // absolute sum of average change
pa=length(p);
}
float dm=max(0.,darkmatter-a*a*.001); //dark matter
a*=a*a; // add contrast
if (r>6) fade*=1.-dm; // dark matter, don't render near
//v+=vec3(dm,dm*.5,0.);
v+=fade;
v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
fade*=distfading; // distance fading
s+=stepsize;
}
v=mix(vec3(length(v)),v,saturation); //color adjust
fragColor = vec4(v*.01,1.);
}
''';
@override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: 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 got, it will be possible
/// to start 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!);
},
),
),
),
);
}
}