提交 1a754570 编写于 作者: E Emmett Lalish

fixed clear color

上级 0ba91a2f
......@@ -241,12 +241,28 @@ THREE.PMREMGenerator = ( function () {
var gammaOutput = _renderer.gammaOutput;
var toneMapping = _renderer.toneMapping;
var toneMappingExposure = _renderer.toneMappingExposure;
var clearColor = _renderer.getClearColor();
var clearAlpha = _renderer.getClearAlpha();
_renderer.toneMapping = THREE.LinearToneMapping;
_renderer.toneMappingExposure = 1.0;
_renderer.gammaOutput = false;
scene.scale.z *= - 1;
var background = scene.background;
if ( background && background.isColor ) {
background.convertSRGBToLinear();
// Convert linear to RGBE
var maxComponent = Math.max( background.r, background.g, background.b );
var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
var alpha = ( fExp + 128.0 ) / 255.0;
_renderer.setClearColor( background, alpha );
scene.background = null;
}
_renderer.setRenderTarget( cubeUVRenderTarget );
for ( var i = 0; i < 6; i ++ ) {
......@@ -276,6 +292,7 @@ THREE.PMREMGenerator = ( function () {
_renderer.toneMapping = toneMapping;
_renderer.toneMappingExposure = toneMappingExposure;
_renderer.gammaOutput = gammaOutput;
_renderer.setClearColor( clearColor, clearAlpha );
scene.scale.z *= - 1;
}
......@@ -600,9 +617,6 @@ uniform samplerCube envMap;
${_getEncodings()}
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
void main() {
gl_FragColor = vec4(0.0);
gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vOutputDirection)).rgb;
......
......@@ -267,12 +267,28 @@ var PMREMGenerator = ( function () {
var gammaOutput = _renderer.gammaOutput;
var toneMapping = _renderer.toneMapping;
var toneMappingExposure = _renderer.toneMappingExposure;
var clearColor = _renderer.getClearColor();
var clearAlpha = _renderer.getClearAlpha();
_renderer.toneMapping = LinearToneMapping;
_renderer.toneMappingExposure = 1.0;
_renderer.gammaOutput = false;
scene.scale.z *= - 1;
var background = scene.background;
if ( background && background.isColor ) {
background.convertSRGBToLinear();
// Convert linear to RGBE
var maxComponent = Math.max( background.r, background.g, background.b );
var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
var alpha = ( fExp + 128.0 ) / 255.0;
_renderer.setClearColor( background, alpha );
scene.background = null;
}
_renderer.setRenderTarget( cubeUVRenderTarget );
for ( var i = 0; i < 6; i ++ ) {
......@@ -302,6 +318,7 @@ var PMREMGenerator = ( function () {
_renderer.toneMapping = toneMapping;
_renderer.toneMappingExposure = toneMappingExposure;
_renderer.gammaOutput = gammaOutput;
_renderer.setClearColor( clearColor, clearAlpha );
scene.scale.z *= - 1;
}
......@@ -626,9 +643,6 @@ uniform samplerCube envMap;
${_getEncodings()}
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
void main() {
gl_FragColor = vec4(0.0);
gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vOutputDirection)).rgb;
......
......@@ -117,7 +117,7 @@
var pmremGenerator = new PMREMGenerator( renderer );
radianceMap = pmremGenerator.fromScene( envScene ).texture;
scene.background = envScene.background;
scene.background = radianceMap;
resolve();
......
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