The scene's lights, bound to a contributor's own stage — N6.
A contributor that wants its draw lit needs what a mesh of the same bounds
would be given: the eight lights that reach it, the list's tail past those,
and, in a clustered view, the cells. All of that is chosen and packed inside
the renderer, and a second copy of the choosing would eventually choose
differently — a puff of smoke lit by one set of torches beside a wall lit by
another. So the renderer answers, as it answers encodeScene.
The stage declares lib/contributor_lights.glsl: the
ContributorLightInfo block with the eight slots, and the light list's
LightListInfo block and light_list_texture sampler. bind writes all
three, and binds a stand-in for the texture when the frame has no list,
because a declared sampler nobody binds is a native crash on Metal.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
bind(
PassEncoder encoder, ShaderHandle stage, {required Vector3 centre, required double radius}) → void -
Binds the lights reaching a sphere at
centreofradiustostage. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited