@babylonjs/core
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JavaScript
/**
* Class used to store the global illumination parameters for a reflective shadow map.
* Instances of this class are used by the GIRSMManager class to generate global illumination for a scene.
*/
export class GIRSM {
/**
* Creates a new GIRSM instance
* @param rsm The reflective shadow map
*/
constructor(rsm) {
/**
* The number of samples to use to generate the global illumination. Default value is 400.
*/
this.numSamples = 400;
/**
* Radius of the circle in the RSM flux texture to read samples from. Default value is 0.1.
* Valid values are between 0 and 1.
*/
this.radius = 0.1;
/**
* Intensity of the global illumination effect. Default value is 0.1.
*/
this.intensity = 0.1;
/**
* value used to correct for edge artifacts when calculating the global illumination effect. Default value is 0.1.
* Will depend on your scene.
*/
this.edgeArtifactCorrection = 0.1;
/**
* Defines if samples should be rotated when generating the global illumination effect. Default value is true.
* Rotating samples will improve the quality of the global illumination effect by trading banding for noise, at the cost of a bit of performance.
*/
this.rotateSample = true;
/**
* Noise scale factor, only used if rotateSample is true. Default value is 100.
* Will depend on your scene.
*/
this.noiseFactor = 100;
/**
* Defines if the full texture should be used when generating the global illumination effect. Default value is false.
* If true, values for numSamples, radius, rotateSample and noiseFactor will be ignored and the full texture will be used to generate the global illumination effect.
* Be careful to use a RSM texture size small enough to limit the number of samples! For eg. a 32x32 texture will generate 1024 samples per pixel!
*/
this.useFullTexture = false;
this.rsm = rsm;
}
/**
* Disposes the GIRSM
*/
dispose() {
this.rsm.dispose();
}
}
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