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106 lines
3.5 KiB
106 lines
3.5 KiB
<!DOCTYPE html>
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<html lang="en">
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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.
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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.<br/><br/>
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Note: The minimum [page:MeshStandardMaterial]'s roughness depends on the size of the provided texture.
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If your render has small dimensions or the shiny parts have a lot of curvature, you may still be able to get away with
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a smaller texture size.
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<table>
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<tr>
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<th>texture size</td><th>minimum roughness</td>
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</tr>
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<tr>
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<td>16</td><td>0.21</td>
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</tr>
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<tr>
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<td>32</td><td>0.15</td>
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</tr>
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<tr>
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<td>64</td><td>0.11</td>
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</tr>
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<tr>
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<td>128</td><td>0.076</td>
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</tr>
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<tr>
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<td>256</td><td>0.054</td>
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</tr>
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<tr>
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<td>512</td><td>0.038</td>
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</tr>
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<tr>
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<td>1024</td><td>0.027</td>
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</tr>
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</table>
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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.
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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.
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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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Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
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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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