RuntimeShaders constructor
RuntimeShaders({
- required String? backend,
- required Future<
LoadedShaderLibrary> loadShaders(- ByteData bundle
- required Registration addMaterials(
- ShaderLibrary library
- Map<
String, String> ? engineSources, - PackedStage? webGpuHost,
- int? webGpuFullscreenUvLocation,
- MaterialCompilerRegistry? compilers,
- Future<
ByteData?> prebuilt(- String material
Implementation
RuntimeShaders({
required String? backend,
required Future<LoadedShaderLibrary> Function(ByteData bundle) loadShaders,
required Registration Function(ShaderLibrary library) addMaterials,
Map<String, String>? engineSources,
PackedStage? webGpuHost,
int? webGpuFullscreenUvLocation,
MaterialCompilerRegistry? compilers,
Future<ByteData?> Function(String material)? prebuilt,
}) : _store = _ShaderStore(
RuntimeBackends.normalize(backend),
loadShaders,
addMaterials,
engineSources,
webGpuHost,
webGpuFullscreenUvLocation,
compilers,
prebuilt,
),
_scope = null;