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<h1>纹理常量(Texture Constants)</h1>
<h2>映射模式</h2>
<code>
THREE.UVMapping
THREE.CubeReflectionMapping
THREE.CubeRefractionMapping
THREE.EquirectangularReflectionMapping
THREE.EquirectangularRefractionMapping
THREE.CubeUVReflectionMapping
</code>
<p>
这些常量定义了纹理贴图的映射模式。<br />
[page:Constant UVMapping]是默认值,纹理使用网格的坐标来进行映射。<br /><br />
其它的值定义了环境映射的类型。<br /><br />
[page:Constant CubeReflectionMapping] 和 [page:Constant CubeRefractionMapping] 用于 [page:CubeTexture CubeTexture] ——
由6个纹理组合而成,每个纹理都是立方体的一个面。
对于[page:CubeTexture CubeTexture]来说,[page:Constant CubeReflectionMapping]是其默认值。<br /><br />
[page:Constant EquirectangularReflectionMapping] 和 [page:Constant EquirectangularRefractionMapping]
用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
<br /><br />
请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
</p>
<h2>包裹模式</h2>
<code>
THREE.RepeatWrapping
THREE.ClampToEdgeWrapping
THREE.MirroredRepeatWrapping
</code>
<p>
这些常量定义了纹理贴图的 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 属性,定义了水平和垂直方向上纹理的包裹方式。
<br /><br />
使用[page:constant RepeatWrapping],纹理将简单地重复到无穷大。
With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
[page:constant ClampToEdgeWrapping]是默认值,纹理中的最后一个像素将延伸到网格的边缘。<br /><br />
使用[page:constant MirroredRepeatWrapping], 纹理将重复到无穷大,在每次重复时将进行镜像。
</p>
<h2>放大滤镜(Magnification Filters)</h2>
<code>
THREE.NearestFilter
THREE.LinearFilter
</code>
<p>
这些常量用于纹理的[page:Texture.magFilter magFilter]属性,它们定义了当被纹理化的像素映射到小于或者等于1纹理元素(texel)的区域时,将要使用的纹理放大函数。<br /><br />
[page:constant NearestFilter]返回与指定纹理坐标(在曼哈顿距离之内)最接近的纹理元素的值。<br /><br />
[page:constant LinearFilter]是默认值,返回距离指定的纹理坐标最近的四个纹理元素的加权平均值,
并且可以包含纹理的其他部分中,被包裹或者被重复的项目,具体取决于 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 的值,and on the exact mapping。
</p>
<h2>缩小滤镜(Minification Filters)</h2>
<code>
THREE.NearestFilter
THREE.NearestMipmapNearestFilter
THREE.NearestMipmapLinearFilter
THREE.LinearFilter
THREE.LinearMipmapNearestFilter
THREE.LinearMipmapLinearFilter
</code>
<p>
这些常量用于纹理的[page:Texture.minFilter minFilter]属性,它们定义了当被纹理化的像素映射到大于1纹理元素(texel)的区域时,将要使用的纹理缩小函数。<br /><br />
除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
下面的四个函数也可以用于缩小:<br /><br />
[page:constant NearestMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,
并以[page:constant NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
<br /><br />
[page:constant NearestMipmapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,
并以[page:constant NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
<br /><br />
[page:constant LinearMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,
并以[page:constant LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
<br /><br />
[page:constant LinearMipmapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,
并以[page:constant LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。
</p>
<h2>类型</h2>
<code>
THREE.UnsignedByteType
THREE.ByteType
THREE.ShortType
THREE.UnsignedShortType
THREE.IntType
THREE.UnsignedIntType
THREE.FloatType
THREE.HalfFloatType
THREE.UnsignedShort4444Type
THREE.UnsignedShort5551Type
THREE.UnsignedInt248Type
</code>
<p>
这些常量用于纹理的[page:Texture.type type]属性,这些属性必须与正确的格式相对应。详情请查看下方。<br /><br />
[page:constant UnsignedByteType] 是默认值。
</p>
<h2>格式</h2>
<code>
THREE.AlphaFormat
THREE.RedFormat
THREE.RedIntegerFormat
THREE.RGFormat
THREE.RGIntegerFormat
THREE.RGBAFormat
THREE.RGBAIntegerFormat
THREE.LuminanceFormat
THREE.LuminanceAlphaFormat
THREE.DepthFormat
THREE.DepthStencilFormat
</code>
<p>
这些常量用于纹理的[page:Texture.format format]属性,它们定义了shader(着色器)将如何读取的2D纹理或者*texels*(纹理元素)的元素。.<br /><br />
[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
The texels are read as integers instead of floating point.
(can only be used with a WebGL 2 rendering context).
<br /><br />
[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
(can only be used with a WebGL 2 rendering context).
<br /><br />
[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
The texels are read as integers instead of floating point.
(can only be used with a WebGL 2 rendering context).
<br /><br />
[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
The texels are read as integers instead of floating point.
(can only be used with a WebGL 2 rendering context).
<br /><br />
[page:constant LuminanceFormat] 将每个元素作为单独的亮度分量来读取。
将其转换为范围限制在[0,1]区间的浮点数,然后通过将亮度值放入红、绿、蓝通道,并将1.0赋给Alpha通道,来组装成一个RGBA元素。<br /><br />
[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
[page:constant DepthFormat]将每个元素作为单独的深度值来读取,将其转换为范围限制在[0,1]区间的浮点数。
它是[page:DepthTexture DepthTexture]的默认值。<br /><br />
[page:constant DepthStencilFormat]将每个元素同时作为一对深度值和模板值来读取。
其中的深度分量解释为[page:constant DepthFormat]。
模板分量基于深度+模板的内部格式来进行解释。
<br /><br />
请注意,纹理必须具有正确的[page:Texture.type type]设置,正如上一节所描述的那样。
请参阅[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D]
来获得有关详细信息。
</p>
<h2>DDS / ST3C 压缩纹理格式</h2>
<code>
THREE.RGB_S3TC_DXT1_Format
THREE.RGBA_S3TC_DXT1_Format
THREE.RGBA_S3TC_DXT3_Format
THREE.RGBA_S3TC_DXT5_Format
</code>
<p>
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,
需要获得[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
扩展的支持。<br /><br />
通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC]格式将可以使用:<br />
[page:constant RGB_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像。
[page:constant RGBA_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像,Alpha仅具有是/否透明两个值。<br />
[page:constant RGBA_S3TC_DXT3_Format]:RGBA图像格式的DXT3压缩图像,和32位RGBA纹理贴图相比,它提供了4:1的压缩比。<br />
[page:constant RGBA_S3TC_DXT5_Format]:RGBA图像格式的DXT5压缩图像,它也提供了4:1的压缩比,但与DX3格式的不同之处在于其Alpha是如何被压缩的。<br />
</p>
<h2>PVRTC 压缩纹理格式(PVRTC Compressed Texture Formats)</h2>
<code>
THREE.RGB_PVRTC_4BPPV1_Format
THREE.RGB_PVRTC_2BPPV1_Format
THREE.RGBA_PVRTC_4BPPV1_Format
THREE.RGBA_PVRTC_2BPPV1_Format
</code>
<p>
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
扩展的支持。<br />
PVRTC通常只在具有PowerVR芯片的移动设备上可用,这些设备主要是苹果设备。<br /><br />
通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/PVRTC PVRTC]格式将可以使用:<br />
[page:constant RGB_PVRTC_4BPPV1_Format]:4位模式下的RGB压缩,每4x4像素一个块。<br />
[page:constant RGB_PVRTC_2BPPV1_Format]:2位模式下的RGB压缩,每8x4像素一个块。<br />
[page:constant RGBA_PVRTC_4BPPV1_Format]: 4位模式下的RGBA压缩,每4x4像素一个块。<br />
[page:constant RGBA_PVRTC_2BPPV1_Format]: 2位模式下的RGB压缩,每8x4像素一个块。<br />
</p>
<h2>ETC 压缩纹理格式</h2>
<code>
THREE.RGB_ETC1_Format
THREE.RGB_ETC2_Format
THREE.RGBA_ETC2_EAC_Format
</code>
<p>
For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
(ETC2) extensions. <br /><br />
</p>
<h2>ASTC Compressed Texture Format</h2>
<code>
THREE.RGBA_ASTC_4x4_Format
THREE.RGBA_ASTC_5x4_Format
THREE.RGBA_ASTC_5x5_Format
THREE.RGBA_ASTC_6x5_Format
THREE.RGBA_ASTC_6x6_Format
THREE.RGBA_ASTC_8x5_Format
THREE.RGBA_ASTC_8x6_Format
THREE.RGBA_ASTC_8x8_Format
THREE.RGBA_ASTC_10x5_Format
THREE.RGBA_ASTC_10x6_Format
THREE.RGBA_ASTC_10x8_Format
THREE.RGBA_ASTC_10x10_Format
THREE.RGBA_ASTC_12x10_Format
THREE.RGBA_ASTC_12x12_Format
</code>
<p>
For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
</p>
<h2>Internal Formats</h2>
<code>
'ALPHA'
'RGB'
'RGBA'
'LUMINANCE'
'LUMINANCE_ALPHA'
'RED_INTEGER'
'R8'
'R8_SNORM'
'R8I'
'R8UI'
'R16I'
'R16UI'
'R16F'
'R32I'
'R32UI'
'R32F'
'RG8'
'RG8_SNORM'
'RG8I'
'RG8UI'
'RG16I'
'RG16UI'
'RG16F'
'RG32I'
'RG32UI'
'RG32F'
'RGB565'
'RGB8'
'RGB8_SNORM'
'RGB8I'
'RGB8UI'
'RGB16I'
'RGB16UI'
'RGB16F'
'RGB32I'
'RGB32UI'
'RGB32F'
'RGB9_E5'
'SRGB8'
'R11F_G11F_B10F'
'RGBA4'
'RGBA8'
'RGBA8_SNORM'
'RGBA8I'
'RGBA8UI'
'RGBA16I'
'RGBA16UI'
'RGBA16F'
'RGBA32I'
'RGBA32UI'
'RGBA32F'
'RGB5_A1'
'RGB10_A2'
'RGB10_A2UI'
'SRGB8_ALPHA8'
'DEPTH_COMPONENT16'
'DEPTH_COMPONENT24'
'DEPTH_COMPONENT32F'
'DEPTH24_STENCIL8'
'DEPTH32F_STENCIL8'
</code>
<p>
Heads up: changing the internal format of a texture will only affect the
texture when using a WebGL 2 rendering context.<br /><br />
For use with a texture's [page:Texture.internalFormat internalFormat] property,
these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
[page:constant R8] stores the red component on 8 bits.<br /><br />
[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
Every component is stored as normalized.
<br /><br />
[page:constant RG8I] stores the red and green components on 8 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RG8UI] stores the red and green components on 8 bits each.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RG16I] stores the red and green components on 16 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RG16UI] stores the red and green components on 16 bits each.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RG16F] stores the red and green components on 16 bits each.
Every component is stored as floating point.
<br /><br />
[page:constant RG32I] stores the red and green components on 32 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RG32UI] stores the red and green components on 32 bits.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RG32F] stores the red and green components on 32 bits.
Every component is stored as floating point.
<br /><br />
[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
Every component is stored as normalized.
<br /><br />
[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
Every component is stored as floating point
<br /><br />
[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
Every component is stored as floating point
<br /><br />
[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
Every component is stored as floating point.
<br /><br />
[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
Every component is stored as normalized.
<br /><br />
[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
Every component is stored as an integer.
<br /><br />
[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
Every component is stored as an integer.
<br /><br />
[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
Every component is stored as floating point.
<br /><br />
[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
Every component is stored as an integer.
<br /><br />
[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
Every component is stored as floating point.
<br /><br />
[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
Every component is stored as an unsigned integer.
<br /><br />
[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
The stencil component is stored as an unsigned integer.
<br /><br />
[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
The depth component is stored as floating point, and the stencil component as an unsigned integer.
<br /><br />
Note that the texture must have the correct [page:Texture.type type] set,
as well as the correct [page:Texture.format format].
See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
and [page:Texture.type type].<br /><br />
For more in-depth information regarding internal formats, you can also refer directly
to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
</p>
<h2>编码</h2>
<code>
THREE.LinearEncoding
THREE.sRGBEncoding
THREE.BasicDepthPacking
THREE.RGBADepthPacking
</code>
<p>
这些常量用于纹理的[page:Texture.encoding encoding]属性。<br /><br />
如果编码类型在纹理已被一个材质使用之后发生了改变,
你需要来设置[page:Material.needsUpdate Material.needsUpdate]为*true*来使得材质重新编译。<br /><br />
[page:constant LinearEncoding]是默认值。
除此之外的其他值仅在材质的贴图、envMap和emissiveMap中有效。
</p>
<h2>源代码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</p>
</body>
</html>