import 'package:flutter/material.dart'; import 'dart:ui' as ui show FragmentProgram; // for runtime shader import 'package:flutter/rendering.dart' show RendererBinding; // to mark repaint after async load /// Abstract definition for a [LazyCanvas] background. abstract class CanvasBackground { /// the fill color of background final Color bgColor; const CanvasBackground({this.bgColor = Colors.white}); /// draw the backround on this context. Implement this to have /// different kinds of backgrounds /// [screenOffset] is the screen space offset for clipping /// [canvasOffset] is the grid space offset from the controller void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize); } class NoBackground extends CanvasBackground { const NoBackground(); @override void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize) {} } class SingleColorBackround extends CanvasBackground { const SingleColorBackround(Color backgroundColor) : super(bgColor: backgroundColor); @override void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize) { final paint = Paint() ..color = bgColor ..style = PaintingStyle.fill; canvas.drawRect(Rect.fromLTWH(screenOffset.dx, screenOffset.dy, canvasSize.width, canvasSize.height), paint); } } class DotGridBackground extends CanvasBackground { final double size; // radius in logical pixels at scale = 1 final double spacing; // grid spacing in logical pixels at scale = 1 final Color dotColor; final Color backgroundColor; // Static shader program cache shared across instances static ui.FragmentProgram? _program; static Future? _programFuture; const DotGridBackground({ this.size = 2.0, this.spacing = 50.0, this.dotColor = Colors.black12, this.backgroundColor = Colors.white, }) : super(); // Kick off async load once static void _ensureProgramLoaded() { if (_program != null || _programFuture != null) return; try { _programFuture = ui.FragmentProgram.fromAsset('packages/infinite_lazy_grid/shaders/dot_grid.frag') ..then((p) { _program = p; // Request a repaint when shader becomes available try { RendererBinding.instance.renderView.markNeedsPaint(); } catch (_) {} }).catchError((_) { // keep _program null; we'll fallback to CPU/simple paint }); } catch (_) { // fromAsset may throw synchronously on unsupported platforms _programFuture = null; _program = null; } } @override void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize) { // Always draw background fill (also serves as fallback while shader loads) final bgPaint = Paint() ..color = backgroundColor ..style = PaintingStyle.fill; final rect = Rect.fromLTWH(screenOffset.dx, screenOffset.dy, canvasSize.width, canvasSize.height); // Ensure shader load started _ensureProgramLoaded(); final program = _program; if (program == null) { // Fallback: just fill background without dots until shader is ready canvas.drawRect(rect, bgPaint); return; } // Device pixel ratio for converting logical -> physical pixels used by FlutterFragCoord final dpr = RendererBinding.instance.renderView.configuration.devicePixelRatio; // Compute uniforms in physical pixels final scaledSpacingPx = (spacing * scale * dpr).abs(); final radiusPx = (size * scale * dpr).abs(); // Phase to align grid with world origin under pan/zoom double modPositive(double a, double m) => ((a % m) + m) % m; final phaseXPx = modPositive(canvasOffset.dx * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx); final phaseYPx = modPositive(canvasOffset.dy * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx); final originXPx = screenOffset.dx * dpr; final originYPx = screenOffset.dy * dpr; // Build fragment shader and set uniforms in declaration order final shader = program.fragmentShader(); int i = 0; void set1(double a) { shader.setFloat(i++, a); } void set2(double a, double b) { shader.setFloat(i++, a); shader.setFloat(i++, b); } void set4c(Color c) { shader.setFloat(i++, c.r); shader.setFloat(i++, c.g); shader.setFloat(i++, c.b); shader.setFloat(i++, c.a); } set2(originXPx, originYPx); set1(scaledSpacingPx); set2(phaseXPx, phaseYPx); set1(radiusPx); set4c(dotColor); set4c(backgroundColor); final paint = Paint()..shader = shader; // Draw once with the shader canvas.drawRect(rect, paint); } }