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- /**
- * @author Prashant Sharma / spidersharma03
- * @author Ben Houston / http://clara.io / bhouston
- */
- import {
- CubeTexture,
- DataTexture,
- DefaultLoadingManager,
- FileLoader,
- FloatType,
- HalfFloatType,
- LinearEncoding,
- LinearFilter,
- NearestFilter,
- RGBAFormat,
- RGBEEncoding,
- RGBFormat,
- UnsignedByteType
- } from "../../../build/three.module.js";
- import { RGBELoader } from "../loaders/RGBELoader.js";
- var HDRCubeTextureLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- // override in sub classes
- this.hdrLoader = new RGBELoader();
- };
- HDRCubeTextureLoader.prototype.load = function ( type, urls, onLoad, onProgress, onError ) {
- var RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) {
- var e = sourceArray[ sourceOffset + 3 ];
- var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
- destArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;
- destArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;
- destArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;
- };
- var RGBEByteToRGBHalf = ( function () {
- // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
- var floatView = new Float32Array( 1 );
- var int32View = new Int32Array( floatView.buffer );
- /* This method is faster than the OpenEXR implementation (very often
- * used, eg. in Ogre), with the additional benefit of rounding, inspired
- * by James Tursa?s half-precision code. */
- function toHalf( val ) {
- floatView[ 0 ] = val;
- var x = int32View[ 0 ];
- var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
- var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
- var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
- /* If zero, or denormal, or exponent underflows too much for a denormal
- * half, return signed zero. */
- if ( e < 103 ) return bits;
- /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
- if ( e > 142 ) {
- bits |= 0x7c00;
- /* If exponent was 0xff and one mantissa bit was set, it means NaN,
- * not Inf, so make sure we set one mantissa bit too. */
- bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
- return bits;
- }
- /* If exponent underflows but not too much, return a denormal */
- if ( e < 113 ) {
- m |= 0x0800;
- /* Extra rounding may overflow and set mantissa to 0 and exponent
- * to 1, which is OK. */
- bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
- return bits;
- }
- bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
- /* Extra rounding. An overflow will set mantissa to 0 and increment
- * the exponent, which is OK. */
- bits += m & 1;
- return bits;
- }
- return function ( sourceArray, sourceOffset, destArray, destOffset ) {
- var e = sourceArray[ sourceOffset + 3 ];
- var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
- destArray[ destOffset + 0 ] = toHalf( sourceArray[ sourceOffset + 0 ] * scale );
- destArray[ destOffset + 1 ] = toHalf( sourceArray[ sourceOffset + 1 ] * scale );
- destArray[ destOffset + 2 ] = toHalf( sourceArray[ sourceOffset + 2 ] * scale );
- };
- } )();
- //
- var texture = new CubeTexture();
- texture.type = type;
- texture.encoding = ( type === UnsignedByteType ) ? RGBEEncoding : LinearEncoding;
- texture.format = ( type === UnsignedByteType ) ? RGBAFormat : RGBFormat;
- texture.minFilter = ( texture.encoding === RGBEEncoding ) ? NearestFilter : LinearFilter;
- texture.magFilter = ( texture.encoding === RGBEEncoding ) ? NearestFilter : LinearFilter;
- texture.generateMipmaps = ( texture.encoding !== RGBEEncoding );
- texture.anisotropy = 0;
- var scope = this;
- var loaded = 0;
- function loadHDRData( i, onLoad, onProgress, onError ) {
- var loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setResponseType( 'arraybuffer' );
- loader.load( urls[ i ], function ( buffer ) {
- loaded ++;
- var texData = scope.hdrLoader._parser( buffer );
- if ( ! texData ) return;
- if ( type === FloatType ) {
- var numElements = ( texData.data.length / 4 ) * 3;
- var floatdata = new Float32Array( numElements );
- for ( var j = 0; j < numElements; j ++ ) {
- RGBEByteToRGBFloat( texData.data, j * 4, floatdata, j * 3 );
- }
- texData.data = floatdata;
- } else if ( type === HalfFloatType ) {
- var numElements = ( texData.data.length / 4 ) * 3;
- var halfdata = new Uint16Array( numElements );
- for ( var j = 0; j < numElements; j ++ ) {
- RGBEByteToRGBHalf( texData.data, j * 4, halfdata, j * 3 );
- }
- texData.data = halfdata;
- }
- if ( texData.image !== undefined ) {
- texture[ i ].images = texData.image;
- } else if ( texData.data !== undefined ) {
- var dataTexture = new DataTexture( texData.data, texData.width, texData.height );
- dataTexture.format = texture.format;
- dataTexture.type = texture.type;
- dataTexture.encoding = texture.encoding;
- dataTexture.minFilter = texture.minFilter;
- dataTexture.magFilter = texture.magFilter;
- dataTexture.generateMipmaps = texture.generateMipmaps;
- texture.images[ i ] = dataTexture;
- }
- if ( loaded === 6 ) {
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, onProgress, onError );
- }
- for ( var i = 0; i < urls.length; i ++ ) {
- loadHDRData( i, onLoad, onProgress, onError );
- }
- return texture;
- };
- HDRCubeTextureLoader.prototype.setPath = function ( value ) {
- this.path = value;
- return this;
- };
- export { HDRCubeTextureLoader };
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