render method
Implementation
void render(Object3D scene, Camera camera) {
if (_isContextLost == true) return;
// update scene graph
if (scene.autoUpdate == true) scene.updateMatrixWorld();
// update camera matrices and frustum
if (camera.parent == null) camera.updateMatrixWorld();
// if ( xr.enabled == true && xr.isPresenting == true ) {
// camera = xr.getCamera( camera );
// }
if (scene is Scene) {
if (scene.onBeforeRender != null) {
scene.onBeforeRender!(renderer: this, scene: scene, camera: camera, renderTarget: _currentRenderTarget);
}
}
currentRenderState = renderStates.get(scene, renderCallDepth: renderStateStack.length);
currentRenderState!.init();
renderStateStack.add(currentRenderState!);
projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
_frustum.setFromProjectionMatrix(projScreenMatrix);
_localClippingEnabled = localClippingEnabled;
_clippingEnabled = clipping.init(clippingPlanes, _localClippingEnabled, camera);
currentRenderList = renderLists.get(scene, renderListStack.length);
currentRenderList!.init();
renderListStack.add(currentRenderList!);
projectObject(scene, camera, 0, sortObjects);
currentRenderList!.finish();
if (sortObjects == true) {
currentRenderList!.sort(_opaqueSort, _transparentSort);
}
if (_clippingEnabled == true) clipping.beginShadows();
var shadowsArray = currentRenderState!.state.shadowsArray;
shadowMap.render(shadowsArray, scene, camera);
// currentRenderState!.setupLights(physicallyCorrectLights);
// currentRenderState!.setupLightsView(camera);
if (_clippingEnabled == true) clipping.endShadows();
if (info.autoReset == true) info.reset();
background.render(currentRenderList!, scene);
// render scene
currentRenderState!.setupLights(physicallyCorrectLights);
if (camera is ArrayCamera) {
var cameras = (camera).cameras;
for (var i = 0, l = cameras.length; i < l; i++) {
var camera2 = cameras[i];
renderScene(currentRenderList!, scene, camera2, camera2.viewport);
}
} else {
renderScene(currentRenderList!, scene, camera);
}
if (_currentRenderTarget != null) {
// resolve multisample renderbuffers to a single-sample texture if necessary
textures.updateMultisampleRenderTarget(_currentRenderTarget!);
// Generate mipmap if we're using any kind of mipmap filtering
textures.updateRenderTargetMipmap(_currentRenderTarget!);
}
if (scene is Scene) {
scene.onAfterRender(renderer: this, scene: scene, camera: camera);
}
// _gl.finish();
bindingStates.resetDefaultState();
_currentMaterialId = -1;
_currentCamera = null;
renderStateStack.removeLast();
if (renderStateStack.isNotEmpty) {
currentRenderState = renderStateStack[renderStateStack.length - 1];
} else {
currentRenderState = null;
}
renderListStack.removeLast();
if (renderListStack.isNotEmpty) {
currentRenderList = renderListStack[renderListStack.length - 1];
} else {
currentRenderList = null;
}
}