use fragment shader based dot grid background
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+83
-25
@@ -1,5 +1,6 @@
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import 'package:flutter/material.dart';
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import './render.dart';
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import 'dart:ui' as ui show FragmentProgram; // for runtime shader
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import 'package:flutter/rendering.dart' show RendererBinding; // to mark repaint after async load
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/// Abstract definition for a [LazyCanvas] background.
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abstract class CanvasBackground {
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@@ -35,11 +36,15 @@ class SingleColorBackround extends CanvasBackground {
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}
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class DotGridBackground extends CanvasBackground {
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final double size;
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final double spacing;
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final double size; // radius in logical pixels at scale = 1
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final double spacing; // grid spacing in logical pixels at scale = 1
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final Color dotColor;
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final Color backgroundColor;
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// Static shader program cache shared across instances
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static ui.FragmentProgram? _program;
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static Future<ui.FragmentProgram>? _programFuture;
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const DotGridBackground({
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this.size = 2.0,
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this.spacing = 50.0,
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@@ -47,36 +52,89 @@ class DotGridBackground extends CanvasBackground {
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this.backgroundColor = Colors.white,
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}) : super();
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// Kick off async load once
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static void _ensureProgramLoaded() {
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if (_program != null || _programFuture != null) return;
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try {
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_programFuture = ui.FragmentProgram.fromAsset('packages/infinite_lazy_grid/shaders/dot_grid.frag')
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..then((p) {
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_program = p;
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// Request a repaint when shader becomes available
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try {
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RendererBinding.instance.renderView.markNeedsPaint();
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} catch (_) {}
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}).catchError((_) {
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// keep _program null; we'll fallback to CPU/simple paint
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});
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} catch (_) {
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// fromAsset may throw synchronously on unsupported platforms
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_programFuture = null;
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_program = null;
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}
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}
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@override
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void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize) {
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final paint = Paint()
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// Always draw background fill (also serves as fallback while shader loads)
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final bgPaint = Paint()
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..color = backgroundColor
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..strokeWidth = 1.0 * scale;
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double scaledSpacing = spacing * scale;
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double scaledSize = size * scale;
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..style = PaintingStyle.fill;
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final rect = Rect.fromLTWH(screenOffset.dx, screenOffset.dy, canvasSize.width, canvasSize.height);
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// Use canvasOffset to determine the grid position in grid space
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// Calculate the grid origin in canvas space (0,0 should be at a grid point)
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// Find the first grid point that aligns with the coordinate system
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double firstGridX = (canvasOffset.dx / spacing).floor() * spacing;
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double firstGridY = (canvasOffset.dy / spacing).floor() * spacing;
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// Ensure shader load started
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_ensureProgramLoaded();
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// Convert grid space coordinates to screen space
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double screenStartX = (firstGridX - canvasOffset.dx) * scale + screenOffset.dx;
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double screenStartY = (firstGridY - canvasOffset.dy) * scale + screenOffset.dy;
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// Ensure we start drawing before the visible area to avoid gaps
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while (screenStartX > screenOffset.dx) {
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screenStartX -= scaledSpacing;
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}
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while (screenStartY > screenOffset.dy) {
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screenStartY -= scaledSpacing;
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final program = _program;
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if (program == null) {
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// Fallback: just fill background without dots until shader is ready
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canvas.drawRect(rect, bgPaint);
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return;
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}
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for (double x = screenStartX; x < screenOffset.dx + canvasSize.width + scaledSpacing; x += scaledSpacing) {
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for (double y = screenStartY; y < screenOffset.dy + canvasSize.height + scaledSpacing; y += scaledSpacing) {
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canvas.drawCircle(Offset(x, y), scaledSize, paint..color = dotColor);
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// Device pixel ratio for converting logical -> physical pixels used by FlutterFragCoord
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final dpr = RendererBinding.instance.renderView.configuration.devicePixelRatio;
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// Compute uniforms in physical pixels
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final scaledSpacingPx = (spacing * scale * dpr).abs();
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final radiusPx = (size * scale * dpr).abs();
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// Phase to align grid with world origin under pan/zoom
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double modPositive(double a, double m) => ((a % m) + m) % m;
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final phaseXPx = modPositive(canvasOffset.dx * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final phaseYPx = modPositive(canvasOffset.dy * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final originXPx = screenOffset.dx * dpr;
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final originYPx = screenOffset.dy * dpr;
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// Build fragment shader and set uniforms in declaration order
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final shader = program.fragmentShader();
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int i = 0;
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void set1(double a) {
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shader.setFloat(i++, a);
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}
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void set2(double a, double b) {
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shader.setFloat(i++, a);
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shader.setFloat(i++, b);
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}
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void set4c(Color c) {
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shader.setFloat(i++, c.r);
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shader.setFloat(i++, c.g);
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shader.setFloat(i++, c.b);
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shader.setFloat(i++, c.a);
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}
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set2(originXPx, originYPx);
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set1(scaledSpacingPx);
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set2(phaseXPx, phaseYPx);
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set1(radiusPx);
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set4c(dotColor);
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set4c(backgroundColor);
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final paint = Paint()..shader = shader;
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// Draw once with the shader
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canvas.drawRect(rect, paint);
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}
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}
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@@ -22,6 +22,8 @@ dev_dependencies:
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# The following section is specific to Flutter packages.
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flutter:
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shaders:
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- shaders/dot_grid.frag
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# To add assets to your package, add an assets section, like this:
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# assets:
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@@ -0,0 +1,32 @@
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#include <flutter/runtime_effect.glsl>
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precision mediump float;
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uniform vec2 uScreenOrigin; // screenOffset in pixels
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uniform float uScaledSpacing; // spacing * scale in pixels
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uniform vec2 uPhasePx; // phase shift in pixels: mod(-canvasOffset * scale, scaledSpacing)
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uniform float uRadiusPx; // dot radius in pixels: size * scale
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uniform vec4 uDotColor; // RGBA 0..1
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uniform vec4 uBgColor; // RGBA 0..1
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out vec4 fragColor;
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void main() {
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vec2 p = FlutterFragCoord().xy - uScreenOrigin; // local pixel coords within the painted rect
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// LOD: if dots become sub-pixel or spacing too dense, draw only background
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if (uScaledSpacing < 1.0 || uRadiusPx < 0.25) {
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fragColor = uBgColor;
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return;
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}
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// Periodic grid in screen space with phase to account for canvasOffset
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vec2 rem = mod(p + uPhasePx, uScaledSpacing);
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vec2 d = min(rem, vec2(uScaledSpacing) - rem);
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float dist = length(d);
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// Analytic AA around the circle edge (~1px transition)
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float edge = uRadiusPx;
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float alpha = 1.0 - smoothstep(edge - 1.0, edge + 1.0, dist);
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fragColor = mix(uBgColor, uDotColor, alpha);
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}
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