render method

dynamic render(
  1. dynamic renderer,
  2. dynamic writeBuffer,
  3. dynamic readBuffer, {
  4. num? deltaTime,
  5. bool? maskActive,
})

Implementation

render(renderer, writeBuffer, readBuffer,
    {num? deltaTime, bool? maskActive}) {
  renderer.getClearColor(this.oldClearColor);
  this.oldClearAlpha = renderer.getClearAlpha();
  var oldAutoClear = renderer.autoClear;
  renderer.autoClear = false;

  renderer.setClearColor(this.clearColor, alpha: 1);

  if (maskActive == true) renderer.state.buffers.stencil.setTest(false);

  // Render input to screen

  if (this.renderToScreen) {
    this.fsQuad.material = this.basic;
    this.basic.map = readBuffer.texture;

    renderer.setRenderTarget(null);
    renderer.clear(null, null, null);
    this.fsQuad.render(renderer);
  }

  // 1. Extract Bright Areas

  this.highPassUniforms['tDiffuse']["value"] = readBuffer.texture;
  this.highPassUniforms['luminosityThreshold']["value"] = this.threshold;
  this.fsQuad.material = this.materialHighPassFilter;

  renderer.setRenderTarget(this.renderTargetBright);
  renderer.clear(null, null, null);
  this.fsQuad.render(renderer);

  // 2. Blur All the mips progressively

  var inputRenderTarget = this.renderTargetBright;

  for (var i = 0; i < this.nMips; i++) {
    this.fsQuad.material = this.separableBlurMaterials[i];

    this.separableBlurMaterials[i].uniforms['colorTexture']["value"] =
        inputRenderTarget.texture;
    this.separableBlurMaterials[i].uniforms['direction']["value"] =
        UnrealBloomPass.BlurDirectionX;
    renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
    renderer.clear(null, null, null);
    this.fsQuad.render(renderer);

    this.separableBlurMaterials[i].uniforms['colorTexture']["value"] =
        this.renderTargetsHorizontal[i].texture;
    this.separableBlurMaterials[i].uniforms['direction']["value"] =
        UnrealBloomPass.BlurDirectionY;
    renderer.setRenderTarget(this.renderTargetsVertical[i]);
    renderer.clear(null, null, null);
    this.fsQuad.render(renderer);

    inputRenderTarget = this.renderTargetsVertical[i];
  }

  // Composite All the mips

  this.fsQuad.material = this.compositeMaterial;
  this.compositeMaterial.uniforms['bloomStrength']["value"] = this.strength;
  this.compositeMaterial.uniforms['bloomRadius']["value"] = this.radius;
  this.compositeMaterial.uniforms['bloomTintColors']["value"] =
      this.bloomTintColors;

  renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
  renderer.clear(null, null, null);
  this.fsQuad.render(renderer);

  // Blend it additively over the input texture

  this.fsQuad.material = this.materialCopy;
  this.copyUniforms['tDiffuse']["value"] =
      this.renderTargetsHorizontal[0].texture;

  if (maskActive == true) renderer.state.buffers.stencil.setTest(true);

  if (this.renderToScreen) {
    renderer.setRenderTarget(null);
    this.fsQuad.render(renderer);
  } else {
    renderer.setRenderTarget(readBuffer);
    this.fsQuad.render(renderer);
  }

  // Restore renderer settings

  renderer.setClearColor(this.oldClearColor, alpha: this.oldClearAlpha);
  renderer.autoClear = oldAutoClear;
}