WebGLLights constructor

WebGLLights(
  1. WebGLExtensions extensions,
  2. WebGLCapabilities capabilities
)

Implementation

WebGLLights(this.extensions, this.capabilities) {
  cache = UniformsCache();
  shadowCache = ShadowUniformsCache();

  state = LightState({
    "version": 0,
    "hash": {
      "directionalLength": -1,
      "pointLength": -1,
      "spotLength": -1,
      "rectAreaLength": -1,
      "hemiLength": -1,
      "numDirectionalShadows": -1,
      "numPointShadows": -1,
      "numSpotShadows": -1
    },
    "ambient": List<double>.from([0.0, 0.0, 0.0]),
    "probe": [],
    "directional": [],
    "directionalShadow": [],
    "directionalShadowMap": [],
    "directionalShadowMatrix": [],
    "spot": [],
    "spotShadow": [],
    "spotShadowMap": [],
    "spotShadowMatrix": [],
    "rectArea": [],
    "rectAreaLTC1": null,
    "rectAreaLTC2": null,
    "point": [],
    "pointShadow": [],
    "pointShadowMap": [],
    "pointShadowMatrix": [],
    "hemi": []
  });

  for (int i = 0; i < 9; i++) {
    state.probe.add(Vector3.init());
  }

  vector3 = Vector3.init();
  matrix4 = Matrix4();
  matrix42 = Matrix4();
}