IrradianceFieldBakeStepper constructor
IrradianceFieldBakeStepper({
- required IrradianceFieldLayout layout,
- required Vector3 origin,
- required Vector3 spacing,
- required int faceResolution,
- required int probesPerStep,
- required int layerMask,
- required RenderScene renderScene,
- required EnvironmentMap environmentMap,
- required TransientWriter transientsBuffer,
- required DirectionalLightComponent? lightComponent,
- required PunctualLighting punctualLighting,
- required SpotShadowFrame? spotShadowFrame,
- required PointShadowFrame? pointShadowFrame,
- required void renderView({
- bool captureLinearColor,
- required EnvironmentMap environmentMap,
- required DirectionalLightComponent? lightComponent,
- required Texture outputColor,
- required Size pixelSize,
- required PointShadowFrame? pointShadowFrame,
- required TransientTexturePool pool,
- required PunctualLighting punctualLighting,
- required SpotShadowFrame? spotShadowFrame,
- required TransientWriter transientsBuffer,
- required RenderView view,
Implementation
IrradianceFieldBakeStepper({
required this.layout,
required this.origin,
required this.spacing,
required this.faceResolution,
required this.probesPerStep,
required this.layerMask,
required this.renderScene,
required this.environmentMap,
required this.transientsBuffer,
required this.lightComponent,
required this.punctualLighting,
required this.spotShadowFrame,
required this.pointShadowFrame,
required void Function({
required RenderView view,
required gpu.Texture outputColor,
required ui.Size pixelSize,
required TransientTexturePool pool,
required EnvironmentMap environmentMap,
required TransientWriter transientsBuffer,
required DirectionalLightComponent? lightComponent,
required PunctualLighting punctualLighting,
required SpotShadowFrame? spotShadowFrame,
required PointShadowFrame? pointShadowFrame,
bool captureLinearColor,
})
renderView,
}) : _renderView = renderView,
_totalProbes = layout.probeCount,
_atlasData = Float32List(layout.atlasWidth * layout.atlasHeight * 4);