RuntimeRenderStep class final

A render step a plugin brought as data: a full-screen fragment stage at an anchor, switched like the engine's own steps.

Constructors

RuntimeRenderStep({required String name, required RenderAnchor anchor, required Map<String, String> shaders, bool present = false, List<String> needs = const <String>[], List<String> after = const <String>[], List<String> before = const <String>[]})
const

Properties

after → List<String>
Other nodes at anchor it goes after and before.
final
anchor → RenderAnchor
Where the pass goes.
final
before → List<String>
final
hashCode → int
The hash code for this object.
no setterinherited
name → String
The step's name and its pass's name: <plugin id>.<step>.
final
needs → List<String>
Built-in steps it cannot run without, by name: bloom.
final
present → bool
Whether it draws over the finished picture (frame, after tone mapping) rather than over the scene's light (hdr_color).
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
shaders → Map<String, String>
The fragment stage, by backend, as source that backend compiles at run time — GLSL ES 3.00 for RuntimeBackends.webgl. Decision 15 allows a raw stage per backend; a backend missing here switches the step off and says so.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Constants

materialStage → const String
The key of shaders a stage written in the material language goes under, in place of a backend's name — "shaders": {"material": "vignette.f3dmat"} in a .f3dplugin.