renderBufferDirect method

void renderBufferDirect(
  1. Camera camera,
  2. Object3D? scene,
  3. BufferGeometry geometry,
  4. Material material,
  5. Object3D object,
  6. Map<String, dynamic>? group,
)

Implementation

void renderBufferDirect(
  Camera camera,
  Object3D? scene,
  BufferGeometry geometry,
  Material material,
  Object3D object,
  Map<String, dynamic>? group,
) {
  scene ??= _emptyScene;
  final frontFaceCW = (object is Mesh && object.matrixWorld.determinant() < 0);

  WebGLProgram program = setProgram(camera, scene, geometry, material, object);

  state.setMaterial(material, frontFaceCW);

  BufferAttribute? index = geometry.index;
  BufferAttribute? position = geometry.attributes["position"];

  if (index == null) {
    if (position == null || position.count == 0) return;
  }
  else if (index.count == 0) {
    return;
  }
  //
  int rangeFactor = 1;
  if (material.wireframe == true) {
    index = geometries.getWireframeAttribute(geometry);
    if(kIsWeb){
      rangeFactor = 2;
    }
  }

  if (geometry.morphAttributes["position"] != null || geometry.morphAttributes["normal"] != null) {
    morphtargets.update(object, geometry, material, program);
  }

  bindingStates.setup(object, material, program, geometry, index);

  Map<String, dynamic> attribute;
  BaseWebGLBufferRenderer renderer = bufferRenderer;

  if (index != null) {
    attribute = attributes.get(index);
    renderer = indexedBufferRenderer;
    renderer.setIndex(attribute);
  }

  int dataCount = (index != null) ? index.count : position!.count;

  final rangeStart = geometry.drawRange["start"]! * rangeFactor;
  final rangeCount = geometry.drawRange["count"]! * rangeFactor;

  final groupStart = group != null ? group["start"] * rangeFactor : 0;
  final int groupCount = group != null ? group["count"] * rangeFactor : double.maxFinite.toInt();

  final drawStart = math.max<int>(rangeStart, groupStart);
  final drawEnd = math.min<int>(math.min(dataCount, rangeStart + rangeCount), groupStart + groupCount) - 1;
  final drawCount = math.max(0, drawEnd - drawStart + 1);

  if (drawCount == 0) return;

  if (object is Mesh) {
    if (material.wireframe) {
      state.setLineWidth(material.wireframeLinewidth! * getTargetPixelRatio());
      renderer.setMode(WebGL.LINES);
    }
    else {
      renderer.setMode(WebGL.TRIANGLES);
    }
  }
  else if (object is Line) {
    double? lineWidth = material.linewidth;

    lineWidth ??= 1; // Not using Line*Material

    state.setLineWidth(lineWidth * getTargetPixelRatio());

    if (object is LineSegments) {
      renderer.setMode(WebGL.LINES);
    }
    else if (object is LineLoop) {
      renderer.setMode(WebGL.LINE_LOOP);
    }
    else {
      renderer.setMode(WebGL.LINE_STRIP);
    }
  }
  else if (object is Points) {
    renderer.setMode(WebGL.POINTS);
  }
  else if (object is Sprite) {
    renderer.setMode(WebGL.TRIANGLES);
  }

  if (object is InstancedMesh) {
    renderer.renderInstances(drawStart, drawCount, object.count!);
  }
  else if (geometry is InstancedBufferGeometry) {
    final instanceCount = math.min(geometry.instanceCount!, geometry.maxInstanceCount!);
    renderer.renderInstances(drawStart, drawCount, instanceCount);
  }
  else {
    renderer.render(drawStart, drawCount);
  }
}