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