12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>WebGLRenderer Constants</h1>
- <h2>Cull Face Modes</h2>
- <code>
- THREE.CullFaceNone
- THREE.CullFaceBack
- THREE.CullFaceFront
- THREE.CullFaceFrontBack
- </code>
- <p>
- [page:constant CullFaceNone] disables face culling.<br />
- [page:constant CullFaceBack] culls back faces (default).<br />
- [page:constant CullFaceFront] culls front faces.<br />
- [page:constant CullFaceFrontBack] culls both front and back faces.
- </p>
- <h2>Shadow Types</h2>
- <code>
- THREE.BasicShadowMap
- THREE.PCFShadowMap
- THREE.PCFSoftShadowMap
- THREE.VSMShadowMap
- </code>
- <p>
- These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
- [page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but
- lowest quality.<br />
- [page:constant PCFShadowMap] filters shadow maps using the
- Percentage-Closer Filtering (PCF) algorithm (default).<br />
- [page:constant PCFSoftShadowMap] filters shadow maps using the
- Percentage-Closer Filtering (PCF) algorithm with better soft shadows
- especially when using low-resolution shadow maps.<br />
- [page:constant VSMShadowMap] filters shadow maps using the Variance Shadow
- Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will
- also cast shadows.
- </p>
-
- <h2>Tone Mapping</h2>
- <code>
- THREE.NoToneMapping
- THREE.LinearToneMapping
- THREE.ReinhardToneMapping
- THREE.CineonToneMapping
- THREE.ACESFilmicToneMapping
- THREE.AgXToneMapping
- THREE.NeutralToneMapping
- THREE.CustomToneMapping
- </code>
- <p>
- These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property. This is used to approximate the appearance of high
- dynamic range (HDR) on the low dynamic range medium of a standard computer
- monitor or mobile device's screen.
- </p>
- <p>
- THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping, THREE.ACESFilmicToneMapping,
- THREE.AgXToneMapping and THREE.NeutralToneMapping are built-inimplementations of tone mapping.
- THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader.
- See the [example:webgl_tonemapping WebGL / tonemapping] example.
- </p>
- <p>
- THREE.NeutralToneMapping is an implementation based on the Khronos 3D Commerce Group standard tone mapping.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
- </p>
- </body>
- </html>
|