bind method
Binds this material's render-pass state, uniforms, and textures.
The base implementation enables back-face culling with
counter-clockwise winding (matching the glTF convention). Subclasses
must call super.bind and then bind any per-material uniforms and
textures expected by their fragment shader. lighting carries the
IBL EnvironmentMap (and its intensity) plus the analytic lights and
shadow resources that materials shade against.
Implementation
@override
void bind(
gpu.RenderPass pass,
gpu.HostBuffer transientsBuffer,
Lighting lighting,
) {
super.bind(pass, transientsBuffer, lighting);
final EnvironmentMap env = environment ?? lighting.environmentMap;
// FragInfo std140 layout (608 bytes / 152 floats). EngineLightingUniforms
// packs the shared engine lighting, image-based-lighting, and shadow
// fields (identical for every lit material); this material fills only its
// own, disjoint fields:
// [0..3] vec4 color
// [4..7] vec4 emissive_factor
// [120] float vertex_color_weight
// [121] float metallic_factor
// [122] float roughness_factor
// [123] float has_normal_map
// [124] float normal_scale
// [125] float occlusion_strength
// [133] float alpha_mode (0 opaque, 1 mask, 2 blend)
// [134] float alpha_cutoff
final fragInfo = Float32List(EngineLightingUniforms.fragInfoFloatCount);
EngineLightingUniforms.packInto(fragInfo, lighting, env);
fragInfo[0] = baseColorFactor.r;
fragInfo[1] = baseColorFactor.g;
fragInfo[2] = baseColorFactor.b;
fragInfo[3] = baseColorFactor.a;
fragInfo[4] = emissiveFactor.r;
fragInfo[5] = emissiveFactor.g;
fragInfo[6] = emissiveFactor.b;
fragInfo[7] = emissiveFactor.a;
fragInfo[120] = vertexColorWeight;
fragInfo[121] = metallicFactor;
fragInfo[122] = roughnessFactor;
fragInfo[123] = normalTexture != null ? 1.0 : 0.0;
fragInfo[124] = normalScale;
fragInfo[125] = occlusionStrength;
fragInfo[133] = alphaMode.index.toDouble();
fragInfo[134] = alphaCutoff;
pass.bindUniform(
fragmentShader.getUniformSlot("FragInfo"),
transientsBuffer.emplace(ByteData.sublistView(fragInfo)),
);
pass.bindTexture(
fragmentShader.getUniformSlot('base_color_texture'),
Material.whitePlaceholder(baseColorTexture),
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat,
),
);
pass.bindTexture(
fragmentShader.getUniformSlot('emissive_texture'),
Material.whitePlaceholder(emissiveTexture),
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat,
),
);
pass.bindTexture(
fragmentShader.getUniformSlot('metallic_roughness_texture'),
Material.whitePlaceholder(metallicRoughnessTexture),
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat,
),
);
pass.bindTexture(
fragmentShader.getUniformSlot('normal_texture'),
Material.normalPlaceholder(normalTexture),
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat,
),
);
pass.bindTexture(
fragmentShader.getUniformSlot('occlusion_texture'),
Material.whitePlaceholder(occlusionTexture),
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat,
),
);
// Image-based-lighting atlas, BRDF LUT, and shadow map. Shared with
// PreprocessedMaterial: the sampler choices (radiance repeat/clamp, LUT
// clamp/clamp, shadow bilinear/clamp) and the white shadow placeholder
// live in EngineLightingUniforms.
EngineLightingUniforms.bindEngineTextures(
pass,
fragmentShader,
lighting,
env,
);
}