Added HDR (arbitrary encoding) support to CubeTexturePass#16900
Added HDR (arbitrary encoding) support to CubeTexturePass#16900DanielSturk wants to merge 25 commits intomrdoob:devfrom
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# Conflicts: # examples/js/postprocessing/CubeTexturePass.js # src/renderers/shaders/ShaderChunk.d.ts # src/renderers/shaders/ShaderLib.d.ts
…pass-hdr # Conflicts: # examples/webgl_postprocessing_backgrounds.html # src/renderers/shaders/ShaderChunk.d.ts # src/renderers/shaders/ShaderLib.d.ts
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I guess this closes #9163? |
Yes, thank you for linking that |
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@WestLangley btw to clear things up, @DanielSturk is working with me to porting back some of our private ThreeJS changes into ThreeJS mainline. Thus yeah, some of this is my code. |
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In addition to |
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We have checked and it does not appear to break anything, where as the previous PR did break things. |
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@DanielSturk If you resolve the merge conflicts, I'd like to approve this change. Introducing |
I see. This PR was filed with little explanation. Is the objective to be able to blur backgrounds? If so, I am generally supportive of this. I'll add some comments inline. |
| this.envMap = envMap; | ||
| this.envMapIntensity = 1.0; | ||
| this.opacity = ( opacity !== undefined ) ? opacity : 1.0; | ||
| this.roughness = 0.0; |
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Perhaps blurriness is a better property name in this case.
I would request that you remove that for now since it changes the background behavoir, and the current background code works fine as-is. Perhaps you can use your new material in WebGLBackground in a follow-up PR if there is agreement. |
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Closing this PR. |
I also added the MeshCubeMaterial to the WebGLBackground so that it wouldn't have to do that weird map injection (https://github.com/mrdoob/three.js/blob/dev/src/renderers/webgl/WebGLBackground.js#L90)
Examples:
webgl_postprocessing_backgrounds.html (for HDR CubeTexturePass)
webgl_materials_envmaps_hdr.html (for WebGLBackground)