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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
964e08be
编写于
2月 26, 2016
作者:
B
Ben Houston
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
fix bug in encodings.glsl
上级
707d3a45
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
17 addition
and
9 deletion
+17
-9
examples/js/pmrem/PMREMGenerator.js
examples/js/pmrem/PMREMGenerator.js
+8
-2
examples/js/pmrem/PMREM_CubeUVPacker.js
examples/js/pmrem/PMREM_CubeUVPacker.js
+1
-2
examples/webgl_materials_envmaps_hdr.html
examples/webgl_materials_envmaps_hdr.html
+5
-2
src/renderers/shaders/ShaderChunk/encodings.glsl
src/renderers/shaders/ShaderChunk/encodings.glsl
+3
-3
未找到文件。
examples/js/pmrem/PMREMGenerator.js
浏览文件 @
964e08be
...
...
@@ -82,7 +82,7 @@ THREE.PMREMGenerator.prototype = {
renderer
.
gammaInput
=
renderer
.
gammaInput
;
renderer
.
gammaOutput
=
renderer
.
gammaOutput
;
},
renderToCubeMapTarget
:
function
(
renderer
,
renderTarget
)
{
...
...
@@ -219,7 +219,13 @@ THREE.PMREMGenerator.prototype = {
rgbColor /= float(NumSamples);
\n\
//rgbColor = testColorMap( roughness ).rgb;
\n\
gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );
\n\
}
"
}
"
,
blending
:
THREE
.
CustomBlending
,
blendSrc
:
THREE
.
OneFactor
,
blendDst
:
THREE
.
ZeroFactor
,
blendSrcAlpha
:
THREE
.
OneFactor
,
blendDstAlpha
:
THREE
.
ZeroFactor
,
blendEquation
:
THREE
.
AddEquation
}
);
}
...
...
examples/js/pmrem/PMREM_CubeUVPacker.js
浏览文件 @
964e08be
...
...
@@ -11,7 +11,7 @@ THREE.PMREM_CubeUVPacker = function( cubeTextureLods, numLods ) {
var
size
=
cubeTextureLods
[
0
].
width
*
4
;
this
.
CubeUVRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
size
,
size
,
{
format
:
THREE
.
RGBAFormat
,
magFilter
:
THREE
.
LinearFilter
,
minFilter
:
THREE
.
LinearFilter
,
type
:
cubeTextureLods
[
0
]
.
type
}
);
{
format
:
THREE
.
RGBAFormat
,
magFilter
:
THREE
.
LinearFilter
,
minFilter
:
THREE
.
LinearFilter
,
type
:
cubeTextureLods
[
0
].
texture
.
type
}
);
this
.
CubeUVRenderTarget
.
texture
.
generateMipmaps
=
false
;
this
.
CubeUVRenderTarget
.
mapping
=
THREE
.
CubeUVReflectionMapping
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
size
*
0.5
,
size
*
0.5
,
-
size
*
0.5
,
size
*
0.5
,
0.0
,
1000
);
...
...
@@ -96,7 +96,6 @@ THREE.PMREM_CubeUVPacker.prototype = {
renderer
.
gammaInput
=
renderer
.
gammaInput
;
renderer
.
gammaOutput
=
renderer
.
gammaOutput
;
},
getShader
:
function
()
{
...
...
examples/webgl_materials_envmaps_hdr.html
浏览文件 @
964e08be
...
...
@@ -99,20 +99,23 @@
renderer
=
new
THREE
.
WebGLRenderer
(
{
alpha
:
true
,
antialias
:
true
}
);
var
hdrType
=
THREE
.
UnsignedByteType
;
/*
if ( renderer.extensions.get( 'OES_texture_half_float' ) && renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
if
(
renderer
.
extensions
.
get
(
'
OES_texture_half_float
'
)
&&
renderer
.
extensions
.
get
(
'
OES_texture_half_float_linear
'
)
)
{
hdrType
=
THREE
.
HalfFloatType
;
}
else
if
(
renderer
.
extensions
.
get
(
'
OES_texture_float
'
)
&&
renderer
.
extensions
.
get
(
'
OES_texture_float_linear
'
)
)
{
hdrType
=
THREE
.
FloatType
;
}
*/
}
var
hdrCubeMap
=
new
THREE
.
HDRCubeMapLoader
().
load
(
hdrType
,
hdrurls
,
function
(
hdrCubeMap
)
{
var
pmremGenerator
=
new
THREE
.
PMREMGenerator
(
hdrCubeMap
);
pmremGenerator
.
update
(
renderer
);
var
pmremCubeUVPacker
=
new
THREE
.
PMREM_CubeUVPacker
(
pmremGenerator
.
cubeLods
);
pmremCubeUVPacker
.
update
(
renderer
);
var
roughnessTexture
=
THREE
.
ImageUtils
.
loadTexture
(
"
../examples/textures/roughness_map.jpg
"
);
roughnessTexture
.
wrapS
=
THREE
.
RepeatWrapping
;
roughnessTexture
.
wrapT
=
THREE
.
RepeatWrapping
;
...
...
src/renderers/shaders/ShaderChunk/encodings.glsl
浏览文件 @
964e08be
...
...
@@ -19,12 +19,12 @@ vec4 LinearTosRGB( in vec4 value ) {
}
vec4
RGBEToLinear
(
in
vec4
value
)
{
return
vec4
(
value
.
rgb
*
exp2
(
value
.
a
*
25
6
.
0
-
128
.
0
),
1
.
0
);
return
vec4
(
value
.
rgb
*
exp2
(
value
.
a
*
25
5
.
0
-
128
.
0
),
1
.
0
);
}
vec4
LinearToRGBE
(
in
vec4
value
)
{
float
maxComponent
=
max
(
max
(
value
.
r
,
value
.
g
),
value
.
b
);
float
fExp
=
c
eil
(
log2
(
maxComponent
)
);
return
vec4
(
value
.
rgb
/
exp2
(
fExp
),
(
fExp
+
128
.
0
)
/
25
6
.
0
);
float
fExp
=
c
lamp
(
ceil
(
log2
(
maxComponent
)
),
-
128
.
0
,
127
.
0
);
return
vec4
(
value
.
rgb
/
exp2
(
fExp
),
(
fExp
+
128
.
0
)
/
25
5
.
0
);
// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );
}
...
...
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