ImageUtils.js 4.9 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author Daosheng Mu / https://github.com/DaoshengMu/
  5. */
  6. THREE.ImageUtils = {
  7. crossOrigin: undefined,
  8. loadTexture: function ( url, mapping, onLoad, onError ) {
  9. var loader = new THREE.ImageLoader();
  10. loader.crossOrigin = this.crossOrigin;
  11. var texture = new THREE.Texture( undefined, mapping );
  12. loader.load( url, function ( image ) {
  13. texture.image = image;
  14. texture.needsUpdate = true;
  15. if ( onLoad ) onLoad( texture );
  16. }, undefined, function ( event ) {
  17. if ( onError ) onError( event );
  18. } );
  19. texture.sourceFile = url;
  20. return texture;
  21. },
  22. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  23. var images = [];
  24. var loader = new THREE.ImageLoader();
  25. loader.crossOrigin = this.crossOrigin;
  26. var texture = new THREE.CubeTexture( images, mapping );
  27. var loaded = 0;
  28. var loadTexture = function ( i ) {
  29. loader.load( array[ i ], function ( image ) {
  30. texture.images[ i ] = image;
  31. loaded += 1;
  32. if ( loaded === 6 ) {
  33. texture.needsUpdate = true;
  34. if ( onLoad ) onLoad( texture );
  35. }
  36. }, undefined, onError );
  37. };
  38. for ( var i = 0, il = array.length; i < il; ++ i ) {
  39. loadTexture( i );
  40. }
  41. return texture;
  42. },
  43. loadCompressedTexture: function () {
  44. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  45. },
  46. loadCompressedTextureCube: function () {
  47. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  48. },
  49. getNormalMap: function ( image, depth ) {
  50. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  51. var cross = function ( a, b ) {
  52. return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
  53. };
  54. var subtract = function ( a, b ) {
  55. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  56. };
  57. var normalize = function ( a ) {
  58. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  59. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  60. };
  61. depth = depth | 1;
  62. var width = image.width;
  63. var height = image.height;
  64. var canvas = document.createElement( 'canvas' );
  65. canvas.width = width;
  66. canvas.height = height;
  67. var context = canvas.getContext( '2d' );
  68. context.drawImage( image, 0, 0 );
  69. var data = context.getImageData( 0, 0, width, height ).data;
  70. var imageData = context.createImageData( width, height );
  71. var output = imageData.data;
  72. for ( var x = 0; x < width; x ++ ) {
  73. for ( var y = 0; y < height; y ++ ) {
  74. var ly = y - 1 < 0 ? 0 : y - 1;
  75. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  76. var lx = x - 1 < 0 ? 0 : x - 1;
  77. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  78. var points = [];
  79. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  80. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  81. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  82. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  83. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  84. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  85. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  86. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  87. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  88. var normals = [];
  89. var num_points = points.length;
  90. for ( var i = 0; i < num_points; i ++ ) {
  91. var v1 = points[ i ];
  92. var v2 = points[ ( i + 1 ) % num_points ];
  93. v1 = subtract( v1, origin );
  94. v2 = subtract( v2, origin );
  95. normals.push( normalize( cross( v1, v2 ) ) );
  96. }
  97. var normal = [ 0, 0, 0 ];
  98. for ( var i = 0; i < normals.length; i ++ ) {
  99. normal[ 0 ] += normals[ i ][ 0 ];
  100. normal[ 1 ] += normals[ i ][ 1 ];
  101. normal[ 2 ] += normals[ i ][ 2 ];
  102. }
  103. normal[ 0 ] /= normals.length;
  104. normal[ 1 ] /= normals.length;
  105. normal[ 2 ] /= normals.length;
  106. var idx = ( y * width + x ) * 4;
  107. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  108. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  109. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  110. output[ idx + 3 ] = 255;
  111. }
  112. }
  113. context.putImageData( imageData, 0, 0 );
  114. return canvas;
  115. },
  116. generateDataTexture: function ( width, height, color ) {
  117. var size = width * height;
  118. var data = new Uint8Array( 3 * size );
  119. var r = Math.floor( color.r * 255 );
  120. var g = Math.floor( color.g * 255 );
  121. var b = Math.floor( color.b * 255 );
  122. for ( var i = 0; i < size; i ++ ) {
  123. data[ i * 3 ] = r;
  124. data[ i * 3 + 1 ] = g;
  125. data[ i * 3 + 2 ] = b;
  126. }
  127. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  128. texture.needsUpdate = true;
  129. return texture;
  130. }
  131. };
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