NodeFrame class final
Everything a node is given to build its pass from.
No pass, deliberately — see the note on RenderNode. The scene's colour is here instead, because a node that draws over the world needs to read what the world came out as, and that is a resource rather than a pass.
Constructors
- NodeFrame({required GraphicsDevice device, required FrameResources resources, required RenderServices services, required FramePassState state, required RenderSettings settings, required int width, required int height, TextureHandle? sceneColor})
Properties
- device → GraphicsDevice
-
The backend, which is how a node opens the pass it owns.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- height → int
-
final
- resources → FrameResources
-
The textures behind this frame's declared resources.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- sceneColor → TextureHandle?
-
The HDR target the scene was drawn into.
final
- services → RenderServices
-
final
- settings → RenderSettings
-
final
- state → FramePassState
-
Counters the whole frame shares. A node that binds its own pipeline must
say so through FramePassState.invalidatePipeline, or the next thing
drawn will trust a stale answer.
final
- width → int
-
final
Methods
-
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