bind method

  1. @override
void bind(
  1. RenderPass pass,
  2. HostBuffer transientsBuffer,
  3. Lighting lighting
)
override

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,
) {
  pass.setCullMode(_cullMode(_culling));
  pass.setWindingOrder(backendWinding(gpu.WindingOrder.counterClockwise));

  if (shadingModel == FmatShadingModel.lit) {
    final env = environment ?? lighting.environmentMap;
    final fragInfo = Float32List(EngineLightingUniforms.fragInfoFloatCount);
    EngineLightingUniforms.packInto(fragInfo, lighting, env);
    pass.bindUniform(
      fragmentShader.getUniformSlot('FragInfo'),
      transientsBuffer.emplace(ByteData.sublistView(fragInfo)),
    );
    EngineLightingUniforms.bindEngineTextures(
      pass,
      fragmentShader,
      lighting,
      env,
    );
  }

  parameters.bind(pass, fragmentShader, transientsBuffer);
}