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@@ -1,17 +1,3 @@
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-/**
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- * @author Emmett Lalish / elalish
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- *
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- * This class generates a Prefiltered, Mipmapped Radiance Environment Map
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- * (PMREM) from a cubeMap environment texture. This allows different levels of
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- * blur to be quickly accessed based on material roughness. It is packed into a
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- * special CubeUV format that allows us to perform custom interpolation so that
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- * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
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- * chain, it only goes down to the LOD_MIN level (above), and then creates extra
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- * even more filtered 'mips' at the same LOD_MIN resolution, associated with
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- * higher roughness levels. In this way we maintain resolution to smoothly
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- * interpolate diffuse lighting while limiting sampling computation.
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- */
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-
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import {
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CubeUVReflectionMapping,
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GammaEncoding,
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@@ -86,6 +72,18 @@ const _axisDirections = [
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new Vector3( PHI, INV_PHI, 0 ),
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new Vector3( - PHI, INV_PHI, 0 ) ];
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+/**
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+ * This class generates a Prefiltered, Mipmapped Radiance Environment Map
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+ * (PMREM) from a cubeMap environment texture. This allows different levels of
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+ * blur to be quickly accessed based on material roughness. It is packed into a
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+ * special CubeUV format that allows us to perform custom interpolation so that
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+ * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
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+ * chain, it only goes down to the LOD_MIN level (above), and then creates extra
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+ * even more filtered 'mips' at the same LOD_MIN resolution, associated with
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+ * higher roughness levels. In this way we maintain resolution to smoothly
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+ * interpolate diffuse lighting while limiting sampling computation.
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+ */
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+
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function PMREMGenerator( renderer ) {
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this._renderer = renderer;
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