MaterialCompileRequest class final
What a MaterialCompiler is asked to compile: one growing object, so a later minor that hands a compiler something more adds a member here and breaks no compiler.
Constructors
Properties
- atRunTime → bool
-
Whether the game is running: a compiler that cannot compile without
a toolchain the game does not ship refuses here (see
MaterialCompiler.compilesAtRunTime).
final
-
engineSources
→ Map<
String, String> -
The engine's GLSL headers by path, what the stages
#include.final - from → String
-
Where the source came from — a path, a plugin's id — for messages.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- name → String
-
The material's name, which every stage's entry point starts with.
final
-
options
→ Map<
String, Object?> -
What the backend's own compiler takes beside the rest, by name — the
engine stage a WebGPU material is spliced into, say. A compiler reads
the keys it knows and ignores the others.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- source → String
-
The
.f3dmatsource itself.final -
stages
→ List<
MaterialStageSource> -
The stages the engine's emitter wrote from source, in GLSL.
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
- webGpuStagesOption → const String
-
The key of options under which a caller hands WebGPU's compiler the
stages it already wrote as WGSL, a
Map<String, PackedStage>by stage name: the build writes them with glslang and naga,RuntimeShadersfrom the material's tree.