You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

70 lines
2.4 KiB

2 years ago
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>WebGLRenderer Constants</h1>
<h2>Cull Face Modes</h2>
<code>
THREE.CullFaceNone
THREE.CullFaceBack
THREE.CullFaceFront
THREE.CullFaceFrontBack
</code>
<p>
[page:constant CullFaceNone] disables face culling.<br />
[page:constant CullFaceBack] culls back faces (default).<br />
[page:constant CullFaceFront] culls front faces.<br />
[page:constant CullFaceFrontBack] culls both front and back faces.
</p>
<h2>Shadow Types</h2>
<code>
THREE.BasicShadowMap
THREE.PCFShadowMap
THREE.PCFSoftShadowMap
THREE.VSMShadowMap
</code>
<p>
These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
</p>
<h2>Tone Mapping</h2>
<code>
THREE.NoToneMapping
THREE.LinearToneMapping
THREE.ReinhardToneMapping
THREE.CineonToneMapping
THREE.ACESFilmicToneMapping
THREE.CustomToneMapping
</code>
<p>
These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
This is used to approximate the appearance of high dynamic range (HDR) on the
low dynamic range medium of a standard computer monitor or mobile device's screen.
</p>
<p>
THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in implementations of tone mapping.
THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader.
See the [example:webgl_tonemapping WebGL / tonemapping] example.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</p>
</body>
</html>