scene library
3D rendering for Flutter, built on Flutter GPU and Impeller.
The entry points most applications need are:
- Scene, the scene graph root and renderer. Construct one, attach
Nodes, and display it with the SceneView widget, which drives the
per-frame render loop for you. Scene.render is the lower-level path
for drawing into a
dart:uiCanvas yourself. - Node, a transform in the scene graph (
position,rotation,scale, or the wholelocalTransformmatrix) that may carry a Mesh and child nodes. Load 3D content with loadScene (preprocessed.fscenebpackages, by source path) or Node.fromGlbBytes / Node.fromGlbAsset (runtime glTF binary). - Camera / PerspectiveCamera, view configuration passed to SceneView or Scene.render.
- Material, PhysicallyBasedMaterial, UnlitMaterial and EnvironmentMap, shading.
- Animation, AnimationClip, AnimationPlayer, playback and blending of imported animations.
Flutter Scene needs Flutter 3.47 (stable) or newer. Rendering goes through the Flutter GPU API, which every platform except the web turns on once per project (see the package README).
Classes
- AccelerationModule Particles
- Adds a constant acceleration (world units per second squared) to every particle's velocity each step. Use it for wind or as an extra gravity on top of the system's own gravity.
- AmbientOcclusionSettings Rendering
- Screen-space ambient occlusion settings for a Scene.
- Animation Animation
- A reusable description of an animation, parsed from a model.
- AnimationClip Animation
- An instance of an Animation that has been bound to a specific Node.
- AnimationPlayer Animation
- Drives playback and blending for the AnimationClips on a single node subtree.
- AssetModelSource
-
Loads a
.glbmodel from the asset bundle. - AutoExposureSettings Rendering
- Automatic exposure (eye adaptation) settings for a Scene.
- BezierPath Geometry
- A path of joined cubic Bezier segments.
- BillboardGeometry Geometry
- A batch of camera-facing quads ("billboards"), expanded from per-instance data in the vertex shader and drawn in a single instanced call.
- BloomSettings Rendering
- Makes bright areas bleed light into their surroundings. Computed in a chain of HDR passes and added back to the scene before tone mapping.
- BoxEmitterShape Particles
- Emits particles uniformly inside an axis-aligned box, each headed along a shared direction.
- BoxVolumeBounds Lighting and environment
- An axis-aligned box region.
- Camera Scene graph
- A view onto a scene: a world-space eye position and orientation paired with a lens projection, used by Scene.render to map the scene into clip space.
- CameraComponent Scene graph
- An engine Component that places a Camera in the scene.
- CameraController Scene graph
- Drives a camera node's transform from continuous input.
- CameraControls
- Feeds pointer, scroll, and keyboard input to a CameraController.
- CameraProjection Scene graph
- A lens projection that maps view-space coordinates into clip space.
- CapsuleGeometry Geometry
- A capsule (a cylinder capped by two hemispheres) aligned with the Y axis, centered on the origin.
- CapturedPass Rendering
- One executed pass: identity, CPU time, and the blackboard keys it read and wrote, in observation order.
- CapturedResource Rendering
- One resource observed during the capture frame: a texture written by a pass (under a blackboard key or a transient debug name), or a non-texture blackboard entry (packed uniform data).
- CatmullRomPath Geometry
- A smooth curve passing through every one of a list of points.
- ChromaticAberrationSettings Rendering
- Splits the red and blue channels toward the edges, like a simple lens. Sampled from the scene color before grading and tone mapping.
- ColorDistribution Particles
- A color value generator sampled per particle, the color analog of FloatDistribution.
- ColorGradient Particles
-
A color curve over normalized time
[0, 1], baked into a lookup table. - ColorGradingSettings Rendering
- Color grading applied to the linear HDR scene color, before exposure and tone mapping.
- ColorLut Rendering
- A 3D color-grading lookup table applied by the resolve pass.
- ColorOverLifeModule Particles
- Sets each particle's color from a ColorDistribution sampled over its normalized age (color over life).
- ColorStop Particles
- One color stop of a ColorGradient: a linear RGBA color at normalized time t.
- Component Scene graph
- A unit of data or behavior attached to a Node.
- ConeEmitterShape Particles
- Emits particles from a disc of radius in the local XZ plane, each headed within a cone of half-angle angle about +Y.
- ConstantColor Particles
- A ColorDistribution that is color for every particle.
- ConstantFloat Particles
- A FloatDistribution that is value for every particle.
- CuboidGeometry Geometry
-
An axis-aligned box geometry spanning
-extents/2to+extents/2on each axis, with flat per-face normals. - CurveFloat Particles
- A FloatDistribution that samples curve over the particle's normalized age and scales it by scale.
- CustomRenderPass Rendering
-
A user-supplied render pass inserted into the built-in pipeline at a
named stage. Add one with
Scene.addRenderPass. - CylinderGeometry Geometry
- A cylinder aligned with the Y axis, centered on the origin.
- DashPattern Geometry
- A repeating dash-and-gap pattern for a PolylineGeometry, measured in scene units along the line's arc length.
- DecodedHdr Assets and loading
- A decoded HDR image: linear RGBA float pixels (alpha 1), row-major, row 0 at the top.
- DepthOfField Rendering
-
Depth-of-field settings for a
Scene(scene.depthOfField), disabled by default. - DirectionalLight Lighting and environment
- An infinitely-distant light source (e.g. the sun) that illuminates the whole scene from a single direction.
- DirectionalLightComponent Scene graph
- An engine Component that places a DirectionalLight in the scene.
- DiscGeometry Geometry
-
A flat filled disc in the XZ plane, centered on the origin, facing
+Y. - EmitterShape Particles
- Decides where a freshly spawned particle starts and which way it initially heads.
- EnvironmentMap Lighting and environment
- A source of image-based lighting: diffuse irradiance plus prefiltered specular radiance, both derived from an equirectangular environment.
- EnvironmentSettings Lighting and environment
- A copyable, interpolatable snapshot of a Scene's scene-wide look.
- EnvironmentSkySource Lighting and environment
- Shows the scene's image-based-lighting environment as the background, optionally blurred.
- EnvironmentVolume Lighting and environment
- A region that overrides the scene look with its settings, contributing by camera position.
- EnvironmentVolumeBounds Lighting and environment
- The shape of an EnvironmentVolume's region.
- EnvironmentVolumeComponent Lighting and environment
- A Component that contributes a spatial environment volume: a region whose look (settings) overrides the scene environment, blended by camera position so the environment transitions as the camera moves between areas.
- ExtrudeGeometry Geometry
- An arbitrary closed 2D profile swept along a ScenePath.
- FilmGrainSettings Rendering
- Adds animated noise over the final image, after tone mapping.
- FlipbookModule Particles
- Animates each particle's flipbook ParticleStorage.frame through a frameCount-cell atlas.
- FloatDistribution Particles
- A scalar value generator sampled per particle, the single value type behind every scalar particle parameter.
- FlyCameraController Scene graph
- A free-look flying camera: drag to look, WASD to move on the look plane (strafing ignores pitch so looking down does not drift into the floor), Q/E to move down/up, and shift to boost speed.
- FmatMaterialRegistry Materials
-
Resolves and loads the
.fmatmaterials thebuildMaterialsbuild hook compiled. - Fog Lighting and environment
- Distance fog for a Scene: geometry blends toward color the farther it is from the camera, evaluated per-fragment in linear HDR before tone mapping so fog is exposed and tone-mapped along with the scene.
- FollowCameraController Scene graph
- A third-person camera that eases toward following followTarget, orbiting it at yaw / pitch / distance and looking at a point lookHeight above its origin. Drag orbits, scroll dollies.
- GaussianSplats Gaussian splatting
- A loaded Gaussian splat set, the decoded arrays plus the GPU textures the splat shaders fetch from.
- Geometry Geometry
- Vertex (and optional index) data along with the vertex shader used to transform it.
- GeometryBufferArena Geometry
- Packs immutable mesh uploads into shared GPU buffers.
- GeometryBuilder Geometry
- Assembles a MeshGeometry one vertex and triangle at a time.
- GodRaysSettings Lighting and environment
- Directional volumetric god rays (crepuscular rays / light shafts).
- GpuTextureSource Assets and loading
- Wraps a raw gpu.Texture as a TextureSource, for advanced or interop cases that already own a GPU texture (widget/particle textures, custom pipelines) and do not need Texture2D's image decode and mip generation.
- GradientColor Particles
- A ColorDistribution that samples gradient over the particle's normalized age (color over life).
- GradientSkySource Lighting and environment
- A stylized gradient sky: zenith, horizon, and ground colors with an HDR sun disk.
- HighlightStyle Rendering
-
How the selection outline (around nodes with a
Node.highlightColor) is drawn. Reachable throughScene.highlightStyle. - IcosphereGeometry Geometry
- A geodesic sphere built by subdividing an icosahedron, centered on the origin.
- InstancedMesh Scene graph
- Many copies of one Geometry / Material pair, each placed by its own model transform.
- InstancedMeshComponent Scene graph
- An engine Component that draws an InstancedMesh.
- Lighting Lighting and environment
- The lighting state handed to a Material when it binds for a draw.
- LinearDragModule Particles
-
Damps velocity toward zero with a linear drag coefficient (per second):
each step scales velocity by
max(0, 1 - coefficient * dt). - LineSegmentData Geometry
- Disconnected line segments (point pairs) derived from a mesh, the output of MeshData.extractEdges.
- LineSegmentsGeometry Geometry
- A batch of thick, disconnected line segments, each expanded into a camera-facing quad of a fixed world-space width in the vertex shader and drawn in a single instanced call.
- LodComponent Scene graph
- A MeshComponent that draws one of several level-of-detail variants of an object, chosen each frame from how large the object appears on screen.
- LodLevel Scene graph
-
One level of detail for an LodComponent: a drawable variant shown while
the object's projected on-screen size (see
lodScreenSize) is at least screenSize, a fraction of the viewport height. - Material Materials
- Base class for shading a MeshPrimitive.
- MaterialParameters Materials
- Type-checked, name-addressed parameters for a custom material.
- MaterialsVariantsComponent Materials
-
Switches an imported model between its named material variants
(
KHR_materials_variants). - MemoryCategory Assets and loading
- One category of resident GPU memory.
- MemoryModelSource
-
Wraps already-loaded
.glbbytes, for models fetched by the app (a network download, a local cache, generated content). - MemoryReport Assets and loading
- A snapshot of what flutter_scene is keeping resident.
- Mesh Geometry
- Defines the shape and appearance of a 3D model in the scene.
- MeshAttributeData Geometry
-
One named per-vertex attribute stream carried by a MeshData, matching a
custom material's
attributesentry (seeGeometry.setCustomAttribute). - MeshComponent Scene graph
- An engine Component that draws a Mesh.
- MeshData Geometry
- An isolate-transferable snapshot of a mesh's vertex and index data.
- MeshGeometry Geometry
- A triangle mesh built at runtime from vertex attribute arrays.
- MeshParticleEmitterComponent Particles
- An engine component that simulates a ParticleSystem on the CPU and draws each live particle as an instance of a 3D mesh, one instanced draw per geometry.
- MeshPrimitive Geometry
- Represents a single part of a Mesh, containing both Geometry and Material properties.
- MeshTriangle Geometry
- One triangle of a MeshData, yielded by MeshData.triangles.
- Node Scene graph
-
A
Noderepresents a single element in a 3D scene graph. - NodeCamera Scene graph
-
A Camera whose view comes from a node's world transform: the
+Zaxis is the look direction,+Yis up, and the translation is the eye. This is the inverse of the eye/target/up convention PerspectiveCamera builds, so a node placed atinverse(camera.getViewMatrix())yields the same view. - NodeFilter Rendering
- Selects which scene nodes an object-filtered draw includes.
- OrbitCameraController Scene graph
- Orbits the camera around a fixed target point: drag rotates, scroll or pinch dollies in and out, and a two-finger or secondary drag pans the target across the view.
- ParticleBurst Particles
- A one-off (or repeating) burst of particles scheduled at a point in the emitter's run.
- ParticleCurve Particles
-
A scalar curve over normalized time
[0, 1], authored as keyframes and baked once into a lookup table so per-particle, per-frame sample calls are a cheap clamped table lerp rather than a keyframe search. - ParticleEmitterComponent Particles
- An engine component that simulates a ParticleSystem on the CPU and draws its live particles as one instanced batch of camera-facing billboards.
- ParticleKeyframe Particles
-
One control point of a ParticleCurve: a value at normalized time t
(in
[0, 1]). - ParticleModule Particles
- A unit of per-particle behaviour layered onto a system's simulation.
- ParticleStorage Particles
- Structure-of-arrays storage for one emitter's live particles, with an O(1) free pool.
- ParticleSystem Particles
- A self-contained, CPU-driven particle simulation: storage plus the config, shape, spawner, and module stack that fill and advance it.
- PerspectiveCamera Scene graph
- A standard pinhole-style perspective camera.
- PerspectiveProjection Scene graph
- A standard pinhole perspective projection.
- PhysicallyBasedMaterial Materials
- A metallic-roughness physically based material with optional layered and transmissive features.
- PhysicalSkySource Lighting and environment
- A physically based daylight sky: an analytic single-scattering atmosphere (Rayleigh and Mie terms) with an HDR sun disk, producing plausible day, sunset, and twilight skies from a sun direction.
- PlaneGeometry Geometry
-
A flat rectangular grid in the XZ plane, centered on the origin, with
its surface facing
+Y. - PointEmitterShape Particles
- Emits every particle from the local origin along a single direction.
- PointLight Lighting and environment
- A light that radiates from a single world-space point equally in every direction, its influence falling off with distance.
- PointLightComponent Scene graph
- An engine Component that places a PointLight in the scene.
- PolylineGeometry Geometry
- A thick, camera-facing line through a list of points.
- PolylinePath Geometry
- A path of straight segments connecting a list of points.
- PostEffect Rendering
- A custom, user-authored post-processing effect: a fragment shader that reads the current color and writes a new one.
- PostProcessSettings Rendering
- Built-in post-processing settings for a Scene.
- PreprocessedMaterial Materials
-
A material driven by a
.fmatcustom-material shader and its sidecar metadata (produced at build time bybuildMaterials). - PreprocessedSky Lighting and environment
-
A sky driven by a
.fmatsky shader (sky { vec3 Sky(vec3 direction) }) and its sidecar metadata (produced at build time bybuildMaterials). - RectAreaLight Lighting and environment
- A rectangle that emits light from its face, shaded with linearly transformed cosines so the highlight stretches and the falloff follows the panel's true shape and area.
- RectAreaLightComponent Scene graph
- An engine Component that places a RectAreaLight in the scene.
- RenderGraphCaptureRequest Rendering
- What a capture collects. Metadata (passes, data flow, timings) is always recorded; images are opt-in and can be restricted to thumbnails or to a set of resource keys, since a full-resolution capture of every target can exceed 150 MB at display sizes.
- RenderGraphCaptureResult Rendering
- The product of one captured frame.
- RenderPassContext Rendering
- The frame context handed to CustomRenderPass.execute.
- RenderTexture Rendering
-
An offscreen render target a
RenderViewcan render into. - RenderTextureSampling Rendering
- Sampling options used when a material samples a RenderTexture.
- RenderTextureUpdate Rendering
- When a RenderTexture re-renders.
- RenderTextureView
- Displays a live RenderTexture in the widget tree.
- RenderView Rendering
-
One view of a
Scene: a camera plus where and how its image is drawn. - ResourceGroup Assets and loading
- Tracks a set of in-flight resource loads so a scene can wait for all of them before it is shown, and report aggregate progress while they run.
- RibbonGeometry Geometry
- A flat strip of constant width swept along a ScenePath.
- RingGeometry Geometry
-
A flat annulus (a disc with a concentric hole) in the XZ plane,
centered on the origin, facing
+Y. - RotationModule Particles
-
Integrates each particle's in-plane rotation from its angular velocity
(
rotation += angularVelocity * dt). - Scene Scene graph
- Represents a 3D scene, which is a collection of nodes that can be rendered onto the screen.
- SceneAnimationSpec
- Declares the playback state of one of a SceneModel's imported animations.
- SceneMesh
- A declarative mesh node: SceneNode plus a Geometry and Material.
- SceneModel
-
A declarative imported model: loads a
.glband mounts it as a node. - SceneModelSource
- Describes where a SceneModel loads its model bytes from.
- SceneNode
-
A declarative Node: a transform in the scene graph, described in
build(). - SceneNodeController
- The declarative scene layer, widgets that own and reconcile Nodes in a retained Scene. Widgets are immutable descriptions; each widget's state holds the engine object and applies property diffs on rebuild, so an unchanged rebuild writes nothing and structural changes are proportional to what changed.
- SceneNodeHost
- Mounts an app-owned Node subtree inside a declarative tree.
- ScenePath Geometry
- A curve through 3D space, independent of any geometry or rendering.
- ScenePathFrame Geometry
- An oriented coordinate frame at a point along a ScenePath.
- ScenePointer Picking and input
- A programmatic pointer into a scene: a crosshair, a gamepad-driven cursor, a VR laser, or the built-in pointer behind automatic widget input.
- SceneRaycastHit Picking and input
-
A render-geometry intersection from raycastNode (or
Scene.raycast). - SceneRegistry Assets and loading
-
Resolves generated
.fscenebfiles by source path, the.fscenecounterpart ofModelRegistry. - SceneScope
- Exposes the active Scene (and the per-frame elapsed time) to descendants of a SceneView.
- SceneSubtree
- Mounts declarative scene widgets under an app-owned Node.
- SceneView
- A widget that renders a Scene and drives its per-frame repaint.
- ScreenSpaceReflectionsSettings Rendering
- Screen-space reflection settings for a Scene.
- SemanticsComponent Accessibility
-
Exposes the owning
Nodeto assistive technology (screen readers, switch access) as one element of the enclosingSceneView's semantics. - ShaderMaterial Materials
- A Material backed by a caller-supplied fragment shader.
- ShaderSkySource Lighting and environment
- Draws a custom sky from a fragment shader.
- ShadowCascade Lighting and environment
- One cascade of a cascaded shadow map, produced by DirectionalLight.computeCascades.
- SizeOverLifeModule Particles
-
Scales each particle's rendered size by a FloatDistribution sampled over
its normalized age, relative to the size set at spawn (
size = baseSize * scale(age / lifetime)). - Skin Geometry
- A skeletal binding used by skinned meshes for animation.
- SkinnedGeometry Geometry
- Geometry whose vertices use the skinned 104-byte layout: the unskinned attributes followed by 4 joint indices and 4 joint weights.
- Skybox Lighting and environment
- The visible background drawn behind a Scene.
- SkyEnvironment Lighting and environment
-
Drives
Scene.environmentfrom a sky on a refresh policy. - SkySource Lighting and environment
- A source of skybox color as a function of world-space view direction.
- Spawner Particles
- Decides how many particles to emit on each simulation step from a steady rate plus any bursts.
- SphereEmitterShape Particles
- Emits particles from a sphere (or its surface, or a hemisphere), each headed radially outward.
- SphereGeometry Geometry
- A UV sphere centered on the origin.
- SphereVolumeBounds Lighting and environment
- A sphere region.
- SplatComponent Gaussian splatting
- An engine component that draws a GaussianSplats set.
- SplatData Gaussian splatting
- The CPU-side contents of a Gaussian splat set as flat, index-parallel arrays (one entry per splat).
- SpotLight Lighting and environment
- A light that radiates from a world-space point within a cone, combining a PointLight's distance falloff with an angular falloff between an inner and outer cone.
- SpotLightComponent Scene graph
- An engine Component that places a SpotLight in the scene.
- Sprite Geometry
- A single camera-facing textured quad, ready to attach to a Node.
- SpriteMaterial Materials
- A material for camera-facing quads drawn by BillboardGeometry.
- SunLight Lighting and environment
- Aims a scene's directional light at a SunSky's sun, so cast shadows track the sky.
- SunSky Lighting and environment
- A sky that exposes a directional sun, so the engine can drive a matching shadow-casting directional light from it.
- Surface Rendering
- Manages the swapchain color textures a Scene composites onto the Flutter canvas, plus the pools of transient render-graph attachments.
- Texture2D Assets and loading
- A 2D image texture ready to bind to a material's texture slot.
- TextureAtlas Assets and loading
-
A uniform grid texture atlas: one or more equally sized PBR maps packed as
columnsxrowssquare tiles, with an optional gutter of padding texels around each tile so mip sampling does not bleed across tile edges. - TextureSampling Assets and loading
- How a texture is sampled. The defaults are trilinear, anisotropic, and mipmapped, the tasteful default for material textures viewed in 3D.
- TextureSource Assets and loading
-
Something a material can sample: it yields the GPU texture to sample for the
current frame and the sampler to bind it with. Implemented by Texture2D
(a static image) and
RenderTexture(a live, rendered-into texture). - TextureTransform Materials
- A texture-coordinate transform applied before sampling a material slot.
- TorusGeometry Geometry
- A torus (ring) lying in the XZ plane, centered on the origin.
- TrailComponent Particles
- An engine component that trails a camera-facing ribbon behind its owning node as the node moves, for missiles, sword slashes, tracers, and debris.
- TransientWriter Rendering
- Destination for per-frame transient GPU data (uniform blocks, instance vertex data). Emplaced data is valid for the current frame only.
- TubeGeometry Geometry
- A round cross-section of constant radius swept along a ScenePath.
- TurbulenceModule Particles
- Advects particles through a curl-noise field, the divergence-free swirl that gives fire, smoke, and drifting embers their turbulent motion.
- UniformColor Particles
- A ColorDistribution that picks a color between a and b per particle from its stored random (constant over the particle's life).
- UniformCurveFloat Particles
- A FloatDistribution whose value follows, per particle, a blend between a min and max curve chosen by the particle's stored random. Each particle keeps its own curve inside the envelope for the whole life.
- UniformFloat Particles
-
A FloatDistribution that picks a value in
[min, max]per particle from its stored random (constant over the particle's life). - UnlitMaterial Materials
- A material that draws geometry with a flat color or texture, ignoring scene lighting.
- UnskinnedGeometry Geometry
- Geometry whose vertices use the unskinned 72-byte layout.
- VertexAttributeDescriptor
- A described vertex attribute: the shader input it feeds (by name), its element format, and its byte offsetInBytes within the owning buffer's per-element stride.
- VertexBufferDescriptor
- One vertex buffer slot: its per-element strideInBytes, how it advances while drawing (stepMode), and the attributes read from it. The buffer's position in VertexLayoutDescriptor.buffers is its binding slot.
- VertexLayoutDescriptor
- A complete, described vertex input layout: the buffer slots a pipeline reads from and the attributes each one feeds.
- VignetteSettings Rendering
- Darkens the image toward the edges, after tone mapping.
- WedgeGeometry Geometry
-
A triangular-prism wedge (a ramp), centered on the origin in X and Z
with its base on the
y = 0plane. - WidgetComponent
- A live widget subtree on a scene surface.
- WidgetTexture
- Hosts a live widget subtree and streams its visual output into a WidgetTextureController's texture for sampling inside a scene.
- WidgetTextureController
- Owns the gpu.Texture a WidgetTexture streams its child into.
- WidgetUpdatePolicy
-
When a WidgetTexture (or a
WidgetComponent) re-captures its child.
Enums
- AlphaMode Materials
-
How a PhysicallyBasedMaterial's alpha channel is interpreted,
matching glTF's
alphaMode. - AmbientOcclusionMethod Rendering
- Which screen-space occlusion estimator AmbientOcclusionSettings runs.
- AntiAliasingMode Scene graph
- Anti-aliasing strategy used when rendering a Scene.
- BillboardFacing Geometry
- How a billboard quad orients itself toward the camera.
- DepthOfFieldQuality Rendering
- Depth-of-field quality tiers, trading gather taps and cleanup passes for frame time. See DepthOfField.quality.
- DirectionalShadowFilter Lighting and environment
- The sampling pattern used for directional shadow filtering.
- EnvironmentVolumeShape Lighting and environment
- The region shape of an EnvironmentVolumeComponent.
- EquirectImageFormat Assets and loading
- The container of an equirectangular image, detected from its bytes.
- FogMode Lighting and environment
- How fog density grows with distance from the camera.
- GeometryStorage Geometry
- How a MeshGeometry manages its GPU buffers over its lifetime.
- MeshParticleFacing Particles
- How a mesh particle orients itself.
- MeshVariant Materials
- The mesh kind a vertex shader runs on.
- PolylineCap Geometry
- How a PolylineGeometry finishes its two end points.
- PolylineWidthMode Geometry
- How a PolylineGeometry's width is measured.
- PostInsertion Rendering
- Where in the post-processing chain a PostEffect runs.
- RenderInput Rendering
- An engine geometry buffer a CustomRenderPass can request through CustomRenderPass.inputs. Declaring one makes the engine produce it this frame and exposes it on the RenderPassContext, so a pass can read the scene's geometry (depth, normals, shadows), not just its color. Together they turn the custom-pass API into a general depth/shadow-aware post-process system (contact shadows, custom occlusion, volumetrics, and so on).
- RenderStage Rendering
- A named anchor point in the built-in render pipeline where a CustomRenderPass runs. Ordering within one stage follows the order the passes were added.
- RibbonAlignment Geometry
- How a RibbonGeometry orients its strip across the path.
- ShaderStage Materials
- Which shader a material binds a uniform block or texture against.
- ShadowCasterFaces Lighting and environment
- Which faces of a shadow caster are rendered into the shadow map (the others are culled). Trades the two shadow-map failure modes (self-shadow acne vs peter-panning) against each other.
- SkyEnvironmentRefresh Lighting and environment
- When a SkyEnvironment re-bakes the sky into the scene's lighting.
- SpecularAmbientOcclusionMode Rendering
- How AmbientOcclusionSettings occludes indirect specular reflections.
- SplatColorSpace Gaussian splatting
- How a splat file's colors relate to the renderer's linear HDR pipeline.
- SplatCropMode Gaussian splatting
-
How a crop box filters the splats of a
SplatComponent. - SplatFormat Gaussian splatting
- The splat file formats the runtime loader understands.
- SpriteBlendMode Materials
- Selects how a sprite's color is blended into the scene.
- SsrDebugView Rendering
- A diagnostic visualization for ScreenSpaceReflectionsSettings.debugView.
- TextureContent Assets and loading
- What a texture's pixels represent, which controls how mip levels are downsampled so the result is correct (color must average in linear light, normals must be averaged as vectors and renormalized).
- ToneMappingMode Rendering
- Tone mapping operator applied when resolving the linear HDR scene color to the display-referred image (see Scene.toneMapping).
- UnweldAttribute Geometry
- The canned per-triangle attributes MeshData.unweld can attach to its output, under the names custom materials read them by.
- WidgetInput
- How a WidgetComponent receives pointer input.
Mixins
- SceneGraph Scene graph
-
Defines a common interface for managing a scene graph, allowing the addition and removal of
Nodes.
Extensions
- QuaternionSlerp on Quaternion Scene graph
-
Spherical interpolation helpers on
Quaternion. - Vector3Lerp on Vector3 Scene graph
-
Per-component arithmetic helpers on
Vector3.
Constants
- kDiffuseShCoefficientCount → const int Lighting and environment
- Number of L2 spherical-harmonic coefficients used for diffuse irradiance (bands 0..2).
- kRenderLayerAll → const int Rendering
- A layer mask that selects every layer (the default render-view mask).
- kRenderLayerDefault → const int Rendering
- The default layer a Node occupies (bit 0).
Properties
- baseShaderLibrary → ShaderLibrary Assets and loading
-
The shader bundle shipped with
flutter_scene.no setter
Functions
-
blendEnvironmentVolumes(
EnvironmentSettings base, List< Lighting and environmentEnvironmentVolume> volumes, Vector3 cameraPosition) → EnvironmentSettings -
Blends
volumesoverbasefor a camera atcameraPosition. A thin wrapper overblendEnvironmentContributionsfor the manual volume API. -
clearSceneTemplateCache(
) → void Assets and loading - Drops every cached scene template, whatever their outstanding claims.
-
clearTextureCache(
) → void Assets and loading - Drops every cached texture, whatever their outstanding claims.
-
decodeEquirectHdrImage(
Uint8List bytes, {int? maxWidth}) → DecodedHdr? Assets and loading -
Decodes a high-dynamic-range equirectangular image (EquirectImageFormat.radianceHdr
or EquirectImageFormat.openExr) from
bytesto linear float pixels, or returns null for a low-dynamic-range image (the caller decodes those with the platform image codec as sRGB). -
decodeOpenExr(
Uint8List bytes, {int? maxWidth}) → DecodedHdr Assets and loading -
Decodes an OpenEXR image from
bytesto linear RGBA float pixels (alpha 1), row-major, row 0 at the top (the equirect up pole). -
decodeRadianceHdr(
Uint8List bytes, {int? maxWidth}) → DecodedHdr Assets and loading -
Decodes a Radiance
.hdr/.picRGBE image frombytes. -
detectEquirectImageFormat(
Uint8List bytes) → EquirectImageFormat Assets and loading -
Detects the EquirectImageFormat of
bytesfrom its magic number. -
environmentAssetPathOf(
EnvironmentMap environment) → String? Lighting and environment -
The radiance asset path
environmentwas loaded from through EnvironmentMap.fromEquirectImageAsset (or the deprecatedfromAssets), or null for environments built another way. -
generateSolidColorAtlasPixels(
{required List< Assets and loadingVector4> tileColors, required int columns, required int tileSize, int padding = 0}) → Uint8List -
Builds RGBA8888 pixels (row-major, top-left origin) for a placeholder grid
atlas laid out to match a TextureAtlas with the same
columns,tileSize, andpadding. Each tile's whole cell (content plus padding gutter) is filled with its solid color fromtileColors((r, g, b, a)in[0, 1]), so a tile never bleeds into its neighbor. Cells pasttileColors.lengthare left transparent. -
gpuTextureFromAsset(
String assetPath) → Future< Assets and loadingTexture> -
Loads an image from the asset bundle at
assetPathand uploads it as a Flutter GPU texture. -
gpuTextureFromImage(
Image image) → Future< Assets and loadingTexture> -
Uploads a decoded
dart:uiui.Image to a Flutter GPU texture. -
imageFromAsset(
String assetPath, {AssetBundle? bundle}) → Future< Assets and loadingImage> -
Loads and decodes an image from the asset bundle at
assetPath. -
imageFromBytes(
Uint8List bytes, {int? maxWidth}) → Future< Assets and loadingImage> -
Decodes an encoded image (PNG, JPEG, etc.) from raw
bytes. -
loadBaseShaderLibrary(
) → Future< Assets and loadingvoid> - Asynchronously loads and caches the base shader bundle. Idempotent. Called by Scene.initializeStaticResources so the synchronous baseShaderLibrary getter has a cached library to return (shader assets can't be read synchronously on any backend).
-
loadFmatMaterial(
String sourcePath, {String? package, String? bundleName, AssetBundle? bundle, FmatMaterialFactory? factory}) → Future< MaterialsPreprocessedMaterial> -
loadFmatSky(
String sourcePath, {String? package, String? bundleName, AssetBundle? bundle}) → Future< MaterialsPreprocessedSky> -
Loads a generated
.fmatsky by its source path relative to the owning package's root (for exampleassets/gradient_sky.fmat). -
loadScene(
String sourcePath, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry, SceneReloadCallback? onReload, Scene? applyStageTo}) → Future< Node> -
Loads a generated
.fscenebscene by its source path relative to the owning package's root (for exampleassets/levels/forest.glb). -
loadSceneSubtree(
Node node, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry}) → Future< Assets and loadingvoid> -
Streams a lazy placeholder
node's prefab content under it, resolving the referenced prefab by its source path (the registry-aware counterpart ofloadSubtreefor scenes loaded with loadScene). -
loadTexture(
String sourcePath, {String? package, AssetBundle? bundle, TextureSampling? sampling}) → Future< Assets and loadingTextureSource> -
Loads a cooked compressed texture by its source path relative to the owning
package's root (for example
assets/shadow_plane.png), ready to assign to a material texture slot. -
prefilterEquirectRadiance(
Texture sourceEquirect, {bool sourceIsLinear = false, bool mipLayout = false}) → Texture Lighting and environment - Prefilters an equirectangular radiance texture for image-based specular lighting.
-
raycastNode(
Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) → SceneRaycastHit? Picking and input -
Casts
ray(direction need not be normalized) throughroot's subtree and returns the nearest hit, or null. -
raycastNodeAll(
Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) → List< Picking and inputSceneRaycastHit> -
Casts
raythroughroot's subtree and returns every hit, sorted nearest-first. Parameters as in raycastNode. -
releaseScene(
String sourcePath, {String? package, AssetBundle? bundle}) → Future< Assets and loadingbool> -
Releases one claim on the template loadScene built for
sourcePath, dropping it from the shared cache when no claims remain. -
releaseTexture(
String sourcePath, {String? package, AssetBundle? bundle}) → Future< Assets and loadingbool> -
Releases one claim on the texture loadTexture returned for
sourcePath, dropping it from the shared cache when no claims remain. -
takeMemoryReport(
) → MemoryReport Assets and loading - Takes a MemoryReport of what the engine's shared caches are holding.
Typedefs
-
FmatMaterialFactory
= PreprocessedMaterial Function({required Shader fragmentShader, required Map<
String, Object?> metadata, Map<String, Shader> ? vertexShaders}) Materials -
Constructs a typed material from one generated
.fmatentry. -
GltfResourceResolver
= Future<
Uint8List> Function(String uri) Assets and loading -
Resolves an external resource referenced by a multi-file glTF
document (a
.binbuffer or an image file). - SceneCameraBuilder = Camera Function(Duration elapsed)
-
Builds a Camera for the current frame from the
elapsedtime since the view started ticking. Use this for time-based cameras (for example an orbiting view); pass a fixed SceneView.camera instead when the camera does not change over time. - SceneLoadingBuilder = Widget Function(BuildContext context, double progress)
-
Builds the widget shown while a SceneView waits for its resources to load,
given the current load
progress(0 to 1). See SceneView.loadingBuilder. - SceneReloadCallback = void Function(Node root) Assets and loading
-
Called after a hot-reloaded scene has been patched in place (see
loadScene), so the app can re-apply per-instance customizations the
patch may have discarded: re-apply a custom material, or re-grab inner
nodes by name.
rootis the same root instance the app holds. - SceneTickCallback = void Function(Duration elapsed, double deltaSeconds)
-
Called once per frame with the total
elapsedtime and thedeltaSecondssince the previous tick. Drive per-frame app logic here, or advance the scene with a supplied timestep via Scene.update (after which Scene.render skips its implicit wall-clock tick for that frame). -
SceneViewsBuilder
= List<
RenderView> Function(Duration elapsed) -
Builds the list of RenderViews to render for the current frame from the
elapsedtime since the view started ticking. Use this for multi-view rendering (split-screen, picture-in-picture); pass a single SceneView.camera or SceneView.cameraBuilder for one view.
Exceptions / Errors
- ExrFormatException Assets and loading
- Thrown when decodeOpenExr cannot parse the bytes as an OpenEXR image.
- HdrFormatException Assets and loading
-
Thrown when decodeRadianceHdr cannot parse
bytesas a supported Radiance HDR image.