Files
infinite_lazy_grid/lib/core/background.dart

141 lines
4.7 KiB
Dart

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<ui.FragmentProgram>? _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);
}
}