getDepthMaterial method
Implementation
Material getDepthMaterial(
Object3D object, Material material, Light light, num shadowCameraNear, num shadowCameraFar, int type) {
Material? result;
var customMaterial = light is PointLight ? object.customDistanceMaterial : object.customDepthMaterial;
if (customMaterial != null) {
result = customMaterial;
} else {
result = light is PointLight ? _distanceMaterial : _depthMaterial;
}
if (_renderer.localClippingEnabled && material.clipShadows == true && material.clippingPlanes!.isNotEmpty) {
// in this case we need a unique material instance reflecting the
// appropriate state
var keyA = result.uuid;
var keyB = material.uuid;
var materialsForVariant = _materialCache[keyA];
if (materialsForVariant == null) {
materialsForVariant = {};
_materialCache[keyA] = materialsForVariant;
}
var cachedMaterial = materialsForVariant[keyB];
if (cachedMaterial == null) {
cachedMaterial = result.clone();
materialsForVariant[keyB] = cachedMaterial;
}
result = cachedMaterial;
}
result!.visible = material.visible;
result.wireframe = material.wireframe;
if (type == VSMShadowMap) {
result.side = (material.shadowSide != null) ? material.shadowSide! : material.side;
} else {
result.side = (material.shadowSide != null) ? material.shadowSide! : shadowSide[material.side]!;
}
result.clipShadows = material.clipShadows;
result.clippingPlanes = material.clippingPlanes;
result.clipIntersection = material.clipIntersection;
result.wireframeLinewidth = material.wireframeLinewidth;
result.linewidth = material.linewidth;
if (light is PointLight == true && result is MeshDistanceMaterial) {
result.referencePosition.setFromMatrixPosition(light.matrixWorld);
result.nearDistance = shadowCameraNear;
result.farDistance = shadowCameraFar;
return result;
} else {
return result;
}
}