setRenderTarget method
void
setRenderTarget(
- RenderTarget? renderTarget, [
- int activeCubeFace = 0,
- int activeMipmapLevel = 0
Implementation
void setRenderTarget(RenderTarget? renderTarget,
[int activeCubeFace = 0, int activeMipmapLevel = 0]) {
_currentRenderTarget = renderTarget;
_currentActiveCubeFace = activeCubeFace;
_currentActiveMipmapLevel = activeMipmapLevel;
bool useDefaultFramebuffer = true;
if (renderTarget != null) {
var renderTargetProperties = properties.get(renderTarget);
if (renderTargetProperties["__useDefaultFramebuffer"] != null) {
// We need to make sure to rebind the framebuffer.
state.bindFramebuffer(_gl.FRAMEBUFFER, null);
useDefaultFramebuffer = false;
} else if (renderTargetProperties["__webglFramebuffer"] == null) {
textures.setupRenderTarget(renderTarget);
} else if (renderTargetProperties["__hasExternalTextures"] == true) {
// Color and depth texture must be rebound in order for the swapchain to update.
textures.rebindTextures(
renderTarget,
properties.get(renderTarget.texture)["__webglTexture"],
properties.get(renderTarget.depthTexture)["__webglTexture"]);
}
}
var framebuffer;
var isCube = false;
var isRenderTarget3D = false;
if (renderTarget != null) {
var texture = renderTarget.texture;
if (texture is Data3DTexture || texture is DataArrayTexture) {
isRenderTarget3D = true;
}
var __webglFramebuffer =
properties.get(renderTarget)["__webglFramebuffer"];
if (renderTarget.isWebGLCubeRenderTarget) {
framebuffer = __webglFramebuffer[activeCubeFace];
isCube = true;
} else if ((capabilities.isWebGL2 && renderTarget.samples > 0) &&
textures.useMultisampledRenderToTexture(renderTarget) == false) {
framebuffer =
properties.get(renderTarget)["__webglMultisampledFramebuffer"];
} else {
framebuffer = __webglFramebuffer;
}
_currentViewport.copy(renderTarget.viewport);
_currentScissor.copy(renderTarget.scissor);
_currentScissorTest = renderTarget.scissorTest;
} else {
_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
_currentScissorTest = _scissorTest;
}
var framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) {
state.drawBuffers(renderTarget, framebuffer);
}
state.viewport(_currentViewport);
state.scissor(_currentScissor);
state.setScissorTest(_currentScissorTest!);
if (isCube) {
var textureProperties = properties.get(renderTarget!.texture);
_gl.framebufferTexture2D(
_gl.FRAMEBUFFER,
_gl.COLOR_ATTACHMENT0,
_gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace,
textureProperties["__webglTexture"],
activeMipmapLevel);
} else if (isRenderTarget3D) {
var textureProperties = properties.get(renderTarget!.texture);
var layer = activeCubeFace;
_gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0,
textureProperties["__webglTexture"], activeMipmapLevel, layer);
}
_currentMaterialId =
-1; // reset current material to ensure correct uniform bindings
}