Members
(constant) Earcut
Port from https://github.com/mapbox/earcut (v2.2.2)
(constant) emptyTexture
Uniforms of a program.
Those form a tree structure with a special top-level container for the root,
which you get by calling 'new WebGLUniforms( gl, program )'.
Properties of inner nodes including the top-level container:
.seq - array of nested uniforms
.map - nested uniforms by name
Methods of all nodes except the top-level container:
.setValue( gl, value, [textures] )
uploads a uniform value(s)
the 'textures' parameter is needed for sampler uniforms
Static methods of the top-level container (textures factorizations):
.upload( gl, seq, values, textures )
sets uniforms in 'seq' to 'values[id].value'
.seqWithValue( seq, values ) : filteredSeq
filters 'seq' entries with corresponding entry in values
Methods of the top-level container (textures factorizations):
.setValue( gl, name, value, textures )
sets uniform with name 'name' to 'value'
.setOptional( gl, obj, prop )
like .set for an optional property of the object
(constant) REVISION
- License:
- Copyright 2010-2021 Three.js Authors SPDX-License-Identifier: MIT
- Source:
(constant) Status :Object
Enum for connection status.
Type:
- Object
- Source:
(constant) UniformsLib
Uniforms library for shared webgl shaders
Methods
addDataSources(dataSources)
Parameters:
Name | Type | Description |
---|---|---|
dataSources |
CatmullRom()
Bezier Curves formulas obtained from
http://en.wikipedia.org/wiki/Bézier_curve
cloneUniforms()
Uniform Utilities
convertLinearToRGBE()
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.
Paper: Fast, Accurate Image-Based Lighting
https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view