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烟花秀:足不出户,纵享视觉盛宴
前端
2023-09-29 08:23:36
使用Flutter构建全景烟花表演
烟花秀是农历新年必不可少的活动,它们点亮夜空,营造出欢乐和喜庆的氛围。如果你想在春节期间欣赏烟花秀,又不想出门去人挤人,那么你可以选择在家里观看全景视频。全景视频是一种能够提供360度视角的视频,让你仿佛置身于烟花秀现场。
自定义烟花表演
如果你想自定义烟花表演,那么你可以使用Flutter来创建一个全景视频播放器。Flutter是一个开源的跨平台UI框架,可以让你轻松地构建移动应用、Web应用和桌面应用。
构建全景烟花表演播放器
要使用Flutter构建全景烟花表演播放器,你需要掌握以下知识:
- Flutter基础知识
- Dart编程语言
- OpenGL ES基础知识
- Fragment shader编程
如果你已经掌握了这些知识,那么你可以按照以下步骤来构建全景烟花表演播放器:
- 创建一个新的Flutter项目。
- 在项目中添加以下依赖项:
dependencies:
flutter:
sdk: flutter
# OpenGL ES库
gl: ^0.1.1
# Fragment shader库
flutter_fragment_shader: ^0.1.0
- 在项目中创建一个新的widget,并在其中添加以下代码:
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:gl/gl.dart';
import 'package:flutter_fragment_shader/flutter_fragment_shader.dart';
class FireworksViewer extends StatefulWidget {
@override
_FireworksViewerState createState() => _FireworksViewerState();
}
class _FireworksViewerState extends State<FireworksViewer> {
late FragmentShader fragmentShader;
late GLFramebuffer framebuffer;
late GLProgram program;
late GLBuffer vertexBuffer;
late GLBuffer indexBuffer;
final int numParticles = 1000;
final List<double> particlePositions = [];
final List<double> particleVelocities = [];
final List<double> particleColors = [];
final List<double> particleLifetimes = [];
@override
void initState() {
super.initState();
fragmentShader = FragmentShader.fromSource(
"""
#version 300 es
precision mediump float;
uniform vec3 u_gravity;
uniform float u_time;
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main() {
// Get the particle's position, velocity, color, and lifetime.
vec3 position = vec3(particlePositions[gl_VertexID * 3 + 0], particlePositions[gl_VertexID * 3 + 1], particlePositions[gl_VertexID * 3 + 2]);
vec3 velocity = vec3(particleVelocities[gl_VertexID * 3 + 0], particleVelocities[gl_VertexID * 3 + 1], particleVelocities[gl_VertexID * 3 + 2]);
vec4 color = vec4(particleColors[gl_VertexID * 4 + 0], particleColors[gl_VertexID * 4 + 1], particleColors[gl_VertexID * 4 + 2], particleColors[gl_VertexID * 4 + 3]);
float lifetime = particleLifetimes[gl_VertexID];
// Update the particle's position and velocity.
position += velocity * u_time;
velocity += u_gravity * u_time;
// Update the particle's lifetime.
lifetime -= u_time;
// If the particle's lifetime is less than 0, then it is dead.
if (lifetime <= 0.0) {
discard;
}
// Compute the particle's color.
color = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), lifetime);
// Set the fragment color.
gl_FragColor = color;
}
""",
);
framebuffer = GLFramebuffer.framebufferWithSize(
width: MediaQuery.of(context).size.width.toInt(),
height: MediaQuery.of(context).size.height.toInt(),
);
program = GLProgram.programWithVertexShaderSourceAndFragmentShaderSource(
"""
#version 300 es
uniform mat4 u_projectionMatrix;
uniform mat4 u_viewMatrix;
in vec3 a_position;
void main() {
gl_Position = u_projectionMatrix * u_viewMatrix * vec4(a_position, 1.0);
}
""",
fragmentShader.source,
);
vertexBuffer = GLBuffer.vertexBufferWithFloatArray(particlePositions);
indexBuffer = GLBuffer.indexBufferWithElementCount(numParticles);
// Initialize the particle positions, velocities, colors, and lifetimes.
for (int i = 0; i < numParticles; i++) {
particlePositions.addAll([
Random().nextDouble() * 2.0 - 1.0,
Random().nextDouble() * 2.0 - 1.0,
Random().nextDouble() * 2.0 - 1.0,
]);
particleVelocities.addAll([
Random().nextDouble() * 0.1 - 0.05,
Random().nextDouble() * 0.1 - 0.05,
Random().nextDouble() * 0.1 - 0.05,
]);
particleColors.addAll([
Random().nextDouble(),
Random().nextDouble(),
Random().nextDouble(),
1.0,
]);
particleLifetimes.add(Random().nextDouble() * 10.0 + 5.0);
}
// Create a new GL context.
GLContext context = GLContext.useAndCreateContext(framebuffer);
// Bind the vertex buffer to the attribute variable.
context.bindBuffer(GL_ARRAY_BUFFER, vertexBuffer.id);
context.enableVertexAttribArray(program.attributeIndex("a_position"));
context.vertexAttribPointer(program.attributeIndex("a_position"), 3, GL_FLOAT, false, 0, 0);
// Bind the index buffer to the element array buffer.
context.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.id);
// Set the uniform variables.
program.use();
program.setUniformMatrix4fv("u_projectionMatrix", 1, false, perspectiveMatrix);
program.setUniformMatrix4fv("u_viewMatrix", 1, false, viewMatrix);
program.setUniform3fv("u_gravity", 1, [0.0, -0.005, 0.0]);
program.setUniform1f("u_time", 0.0);
// Draw the particles.
context.drawElements(GL_TRIANGLES, numParticles, GL_UNSIGNED_INT, 0);
// Swap the buffers.
context.swapBuffers();
}
@override
void dispose() {
super.dispose();
fragmentShader.dispose();
framebuffer.dispose();
program.dispose();
vertexBuffer.dispose();
indexBuffer.dispose();
}
@override
Widget build(BuildContext context) {
return Container(
child: Texture(
textureId: framebuffer.texture.id,
),
);
}
@override
void didChangeDependencies() {
super.didChangeDependencies();
_updateFireworks();
}
void _updateFireworks() {
// Create a new GL context.
GLContext context = GLContext.useAndCreateContext(framebuffer);
// Bind the vertex buffer to the attribute variable.
context.bindBuffer(GL_ARRAY_BUFFER, vertexBuffer.id);
context.enableVertexAttribArray(program.attributeIndex("a_position"));
context.vertexAttribPointer(program.attributeIndex("a_position"), 3, GL_FLOAT, false, 0, 0);
// Bind the index buffer to the element array buffer.
context.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.id);
// Set the uniform variables.
program.use();
program.setUniformMatrix4fv("u_projectionMatrix", 1, false, perspectiveMatrix);
program.setUniformMatrix4fv("u_viewMatrix", 1, false, viewMatrix);
program.setUniform3fv("u_gravity", 1, [0.0, -0.005, 0.0]);
program.setUniform1f