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equiangular -> equirectangular

WestLangley 7 年之前
父節點
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06ba5ebad1

+ 6 - 6
examples/js/loaders/EquiangularToCubeGenerator.js → examples/js/loaders/EquirectangularToCubeGenerator.js

@@ -2,7 +2,7 @@
 * @author Richard M. / https://github.com/richardmonette
 */
 
-THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) {
+THREE.EquirectangularToCubeGenerator = function ( sourceTexture, resolution ) {
 
 	this.sourceTexture = sourceTexture;
 	this.resolution = resolution;
@@ -36,9 +36,9 @@ THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) {
 
 };
 
-THREE.EquiangularToCubeGenerator.prototype = {
+THREE.EquirectangularToCubeGenerator.prototype = {
 
-	constructor: THREE.EquiangularToCubeGenerator,
+	constructor: THREE.EquirectangularToCubeGenerator,
 
 	update: function ( renderer ) {
 
@@ -81,7 +81,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
 				varying vec3 localPosition;\n\
 				uniform sampler2D equirectangularMap;\n\
 				\n\
-				vec2 EquiangularSampleUV(vec3 v) {\n\
+				vec2 EquirectangularSampleUV(vec3 v) {\n\
 			    vec2 uv = vec2(atan(v.z, v.x), asin(v.y));\n\
 			    uv *= vec2(0.1591, 0.3183); // inverse atan\n\
 			    uv += 0.5;\n\
@@ -89,7 +89,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
 				}\n\
 				\n\
 				void main() {\n\
-					vec2 uv = EquiangularSampleUV(normalize(localPosition));\n\
+					vec2 uv = EquirectangularSampleUV(normalize(localPosition));\n\
     			vec3 color = texture2D(equirectangularMap, uv).rgb;\n\
     			\n\
 					gl_FragColor = vec4( color, 1.0 );\n\
@@ -99,7 +99,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
 
 		} );
 
-		shaderMaterial.type = 'EquiangularToCubeGenerator';
+		shaderMaterial.type = 'EquirectangularToCubeGenerator';
 
 		return shaderMaterial;
 

+ 0 - 0
examples/textures/equiangular.png → examples/textures/equirectangular.png


+ 6 - 6
examples/webgl_materials_envmaps_exr.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<title>threejs webgl - materials - equiangular exr image based lighting</title>
+		<title>threejs webgl - materials - equirectangular exr image based lighting</title>
 		<meta charset="utf-8">
 		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 		<style>
@@ -28,13 +28,13 @@
 	<body>
 
 		<div id="container"></div>
-		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - Example of an IBL (Image based lighting) pipeline based around<br> equiangular EXR lightprobe data. Created by <a href="https://github.com/richardmonette" target="_blank" rel="noopener">Richard Monette</a></div>
+		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - Example of an IBL (Image based lighting) pipeline based around<br> equirectangular EXR lightprobe data. Created by <a href="https://github.com/richardmonette" target="_blank" rel="noopener">Richard Monette</a></div>
 
 		<script src="../build/three.js"></script>
 		<script src="js/controls/OrbitControls.js"></script>
 
 		<script src="js/loaders/EXRLoader.js"></script>
-		<script src="js/loaders/EquiangularToCubeGenerator.js"></script>
+		<script src="js/loaders/EquirectangularToCubeGenerator.js"></script>
 
 		<script src="js/Detector.js"></script>
 		<script src="js/libs/stats.min.js"></script>
@@ -106,7 +106,7 @@
 					texture.magFilter = THREE.NearestFilter;
 					texture.encoding = THREE.LinearEncoding;
 
-					var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512 );
+					var cubemapGenerator = new THREE.EquirectangularToCubeGenerator( texture, 512 );
 					var cubeMapTexture = cubemapGenerator.update( renderer );
 
 					var pmremGenerator = new THREE.PMREMGenerator( cubeMapTexture );
@@ -124,11 +124,11 @@
 
 				} );
 
-				new THREE.TextureLoader().load( 'textures/equiangular.png', function ( texture ) {
+				new THREE.TextureLoader().load( 'textures/equirectangular.png', function ( texture ) {
 
 					texture.encoding = THREE.sRGBEncoding;
 
-					var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512 );
+					var cubemapGenerator = new THREE.EquirectangularToCubeGenerator( texture, 512 );
 					var cubeMapTexture = cubemapGenerator.update( renderer );
 
 					var pmremGenerator = new THREE.PMREMGenerator( cubeMapTexture );