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					80 lines
				
				3.3 KiB
			
		
		
			
		
	
	
					80 lines
				
				3.3 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="zh">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										<h1>[name]</h1>
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										<p class="desc">
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											This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
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											This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
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											CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
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											Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
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											filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
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											resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
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										</p>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:WebGLRenderer renderer] )</h3>
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										<p>
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										This constructor creates a new [name].
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										</p>
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										<h2>Methods</h2>
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										<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
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										<p>
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											[page:Scene scene] - The given scene.<br>
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											[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is *0*.<br>
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											[page:Number near] - (optional) The near plane value. Default is *0.1*.<br>
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											[page:Number far] - (optional) The far plane value. Default is *100*.<br /><br />
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											Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
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											Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
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										</p>
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										<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
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										<p>
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											[page:Texture equirectangular] - The equirectangular texture.<br /><br />
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											Generates a PMREM from an equirectangular texture, which can be either LDR or HDR.
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											The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
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										</p>
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										<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
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										<p>
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											[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
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											Generates a PMREM from an cubemap texture, which can be either LDR or HDR.
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											The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
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										</p>
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										<h3>[method:undefined compileCubemapShader]()</h3>
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										<p>
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											Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
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										</p>
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										<h3>[method:undefined compileEquirectangularShader]()</h3>
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										<p>
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											Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
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										</p>
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										<h3>[method:undefined dispose]()</h3>
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										<p>
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											Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
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											PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
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										</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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