render method
dynamic
render(})
Implementation
render(renderer, writeBuffer, readBuffer,
{num? deltaTime, bool? maskActive}) {
renderer.getClearColor(this.oldClearColor);
this.oldClearAlpha = renderer.getClearAlpha();
this.oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor(this.clearColor, alpha: 0.0);
if (maskActive == true) renderer.state.buffers.stencil.setTest(false);
if (this.uniforms[this.textureID] != null) {
this.uniforms[this.textureID]["value"] = readBuffer.texture;
}
if (passes != null) {
int i = 0;
int _lastPass = passes!.length - 1;
WebGLRenderTarget? lastRenderTarget;
for (Map<String, dynamic> _pass in passes!) {
this.material.uniforms["acPass"] = {"value": i};
if (lastRenderTarget != null) {
this.material.uniforms["acPassTexture"] = {
"value": lastRenderTarget.texture
};
}
this.material.needsUpdate = true;
if (this.renderTargetsPass[i] == null) {
var pars = WebGLRenderTargetOptions({
"minFilter": LinearFilter,
"magFilter": LinearFilter,
"format": RGBAFormat
});
var renderTargetPass =
new WebGLRenderTarget(readBuffer.width, readBuffer.height, pars);
renderTargetPass.texture.name = 'renderTargetPass' + i.toString();
renderTargetPass.texture.generateMipmaps = false;
this.renderTargetsPass[i] = renderTargetPass;
}
if (i >= _lastPass) {
if (this.renderToScreen) {
renderPass(renderer, this.material, null, null, null, this.clear);
} else {
renderPass(
renderer, this.material, writeBuffer, null, null, this.clear);
}
} else {
renderPass(renderer, this.material, this.renderTargetsPass[i], null,
null, this.clear);
}
lastRenderTarget = this.renderTargetsPass[i];
i = i + 1;
}
} else {
if (this.renderToScreen) {
renderPass(renderer, this.material, null, null, null, this.clear);
} else {
renderPass(
renderer, this.material, writeBuffer, null, null, this.clear);
}
}
}