renderTransmissionPass method
Implementation
void renderTransmissionPass(List<RenderItem> opaqueObjects, Object3D scene, Camera camera) {
bool isWebGL2 = capabilities.isWebGL2;
if (_transmissionRenderTarget == null) {
var opts = WebGLRenderTargetOptions({
"generateMipmaps": true,
"type": utils.convert(HalfFloatType) != null ? HalfFloatType : UnsignedByteType,
"minFilter": LinearMipmapLinearFilter,
"samples": (isWebGL2 && _antialias == true) ? 4 : 0
});
_transmissionRenderTarget = WebGLRenderTarget(1, 1, opts);
}
// set size of transmission render target to half size of drawing buffer
getDrawingBufferSize(_vector2);
if (isWebGL2) {
_transmissionRenderTarget!.setSize(
_vector2.x.toInt(),
_vector2.y.toInt(),
);
} else {
_transmissionRenderTarget!
.setSize(MathUtils.floorPowerOfTwo(_vector2.x).toInt(), MathUtils.floorPowerOfTwo(_vector2.y).toInt());
}
var currentRenderTarget = getRenderTarget();
setRenderTarget(_transmissionRenderTarget);
clear(true, true, true);
// Turn off the features which can affect the frag color for opaque objects pass.
// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
var currentToneMapping = toneMapping;
toneMapping = NoToneMapping;
renderObjects(opaqueObjects, scene, camera);
toneMapping = currentToneMapping;
textures.updateMultisampleRenderTarget(_transmissionRenderTarget!);
textures.updateRenderTargetMipmap(_transmissionRenderTarget!);
setRenderTarget(currentRenderTarget);
}