three#HalfFloatType JavaScript Examples

The following examples show how to use three#HalfFloatType. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: RGBELoader.js    From canvas with Apache License 2.0 4 votes vote down vote up
RGBELoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype ), {

	constructor: RGBELoader,

	// adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html

	parse: function ( buffer ) {
		var
			/* return codes for rgbe routines */
			//RGBE_RETURN_SUCCESS = 0,
			RGBE_RETURN_FAILURE = - 1,

			/* default error routine.  change this to change error handling */
			rgbe_read_error = 1,
			rgbe_write_error = 2,
			rgbe_format_error = 3,
			rgbe_memory_error = 4,
			rgbe_error = function ( rgbe_error_code, msg ) {

				switch ( rgbe_error_code ) {

					case rgbe_read_error: console.error( "RGBELoader Read Error: " + ( msg || '' ) );
						break;
					case rgbe_write_error: console.error( "RGBELoader Write Error: " + ( msg || '' ) );
						break;
					case rgbe_format_error: console.error( "RGBELoader Bad File Format: " + ( msg || '' ) );
						break;
					default:
					case rgbe_memory_error: console.error( "RGBELoader: Error: " + ( msg || '' ) );

				}

				return RGBE_RETURN_FAILURE;

			},

			/* offsets to red, green, and blue components in a data (float) pixel */
			//RGBE_DATA_RED = 0,
			//RGBE_DATA_GREEN = 1,
			//RGBE_DATA_BLUE = 2,

			/* number of floats per pixel, use 4 since stored in rgba image format */
			//RGBE_DATA_SIZE = 4,

			/* flags indicating which fields in an rgbe_header_info are valid */
			RGBE_VALID_PROGRAMTYPE = 1,
			RGBE_VALID_FORMAT = 2,
			RGBE_VALID_DIMENSIONS = 4,

			NEWLINE = "\n",

			fgets = function ( buffer, lineLimit, consume ) {
				lineLimit = ! lineLimit ? 1024 : lineLimit;
				var p = buffer.pos,
					i = - 1, len = 0, s = '', chunkSize = 128,
					chunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) )
				;

				while ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) {

					s += chunk; len += chunk.length;
					p += chunkSize;
					chunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );

				}

				if ( - 1 < i ) {

					/*for (i=l-1; i>=0; i--) {
						byteCode = m.charCodeAt(i);
						if (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++;
						else if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2;
						if (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate
					}*/
					if ( false !== consume ) buffer.pos += len + i + 1;
					return s + chunk.slice( 0, i );

				}

				return false;

			},

			/* minimal header reading.  modify if you want to parse more information */
			RGBE_ReadHeader = function ( buffer ) {

				var line, match,

					// regexes to parse header info fields
					magic_token_re = /^#\?(\S+)$/,
					gamma_re = /^\s*GAMMA\s*=\s*(\d+(\.\d+)?)\s*$/,
					exposure_re = /^\s*EXPOSURE\s*=\s*(\d+(\.\d+)?)\s*$/,
					format_re = /^\s*FORMAT=(\S+)\s*$/,
					dimensions_re = /^\s*\-Y\s+(\d+)\s+\+X\s+(\d+)\s*$/,

					// RGBE format header struct
					header = {

						valid: 0, /* indicate which fields are valid */

						string: '', /* the actual header string */

						comments: '', /* comments found in header */

						programtype: 'RGBE', /* listed at beginning of file to identify it after "#?". defaults to "RGBE" */

						format: '', /* RGBE format, default 32-bit_rle_rgbe */

						gamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */

						exposure: 1.0, /* a value of 1.0 in an image corresponds to <exposure> watts/steradian/m^2. defaults to 1.0 */

						width: 0, height: 0 /* image dimensions, width/height */

					};

				if ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) {

					return rgbe_error( rgbe_read_error, "no header found" );

				}

				/* if you want to require the magic token then uncomment the next line */
				if ( ! ( match = line.match( magic_token_re ) ) ) {

					return rgbe_error( rgbe_format_error, "bad initial token" );

				}

				header.valid |= RGBE_VALID_PROGRAMTYPE;
				header.programtype = match[ 1 ];
				header.string += line + "\n";

				while ( true ) {

					line = fgets( buffer );
					if ( false === line ) break;
					header.string += line + "\n";

					if ( '#' === line.charAt( 0 ) ) {

						header.comments += line + "\n";
						continue; // comment line

					}

					if ( match = line.match( gamma_re ) ) {

						header.gamma = parseFloat( match[ 1 ], 10 );

					}

					if ( match = line.match( exposure_re ) ) {

						header.exposure = parseFloat( match[ 1 ], 10 );

					}

					if ( match = line.match( format_re ) ) {

						header.valid |= RGBE_VALID_FORMAT;
						header.format = match[ 1 ];//'32-bit_rle_rgbe';

					}

					if ( match = line.match( dimensions_re ) ) {

						header.valid |= RGBE_VALID_DIMENSIONS;
						header.height = parseInt( match[ 1 ], 10 );
						header.width = parseInt( match[ 2 ], 10 );

					}

					if ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break;

				}

				if ( ! ( header.valid & RGBE_VALID_FORMAT ) ) {

					return rgbe_error( rgbe_format_error, "missing format specifier" );

				}

				if ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) {

					return rgbe_error( rgbe_format_error, "missing image size specifier" );

				}

				return header;

			},

			RGBE_ReadPixels_RLE = function ( buffer, w, h ) {

				var data_rgba, offset, pos, count, byteValue,
					scanline_buffer, ptr, ptr_end, i, l, off, isEncodedRun,
					scanline_width = w, num_scanlines = h, rgbeStart
				;

				if (
					// run length encoding is not allowed so read flat
					( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) ||
					// this file is not run length encoded
					( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) )
				) {

					// return the flat buffer
					return new Uint8Array( buffer );

				}

				if ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) {

					return rgbe_error( rgbe_format_error, "wrong scanline width" );

				}

				data_rgba = new Uint8Array( 4 * w * h );

				if ( ! data_rgba.length ) {

					return rgbe_error( rgbe_memory_error, "unable to allocate buffer space" );

				}

				offset = 0; pos = 0; ptr_end = 4 * scanline_width;
				rgbeStart = new Uint8Array( 4 );
				scanline_buffer = new Uint8Array( ptr_end );

				// read in each successive scanline
				while ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) {

					if ( pos + 4 > buffer.byteLength ) {

						return rgbe_error( rgbe_read_error );

					}

					rgbeStart[ 0 ] = buffer[ pos ++ ];
					rgbeStart[ 1 ] = buffer[ pos ++ ];
					rgbeStart[ 2 ] = buffer[ pos ++ ];
					rgbeStart[ 3 ] = buffer[ pos ++ ];

					if ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) {

						return rgbe_error( rgbe_format_error, "bad rgbe scanline format" );

					}

					// read each of the four channels for the scanline into the buffer
					// first red, then green, then blue, then exponent
					ptr = 0;
					while ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) {

						count = buffer[ pos ++ ];
						isEncodedRun = count > 128;
						if ( isEncodedRun ) count -= 128;

						if ( ( 0 === count ) || ( ptr + count > ptr_end ) ) {

							return rgbe_error( rgbe_format_error, "bad scanline data" );

						}

						if ( isEncodedRun ) {

							// a (encoded) run of the same value
							byteValue = buffer[ pos ++ ];
							for ( i = 0; i < count; i ++ ) {

								scanline_buffer[ ptr ++ ] = byteValue;

							}
							//ptr += count;

						} else {

							// a literal-run
							scanline_buffer.set( buffer.subarray( pos, pos + count ), ptr );
							ptr += count; pos += count;

						}

					}


					// now convert data from buffer into rgba
					// first red, then green, then blue, then exponent (alpha)
					l = scanline_width; //scanline_buffer.byteLength;
					for ( i = 0; i < l; i ++ ) {

						off = 0;
						data_rgba[ offset ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 1 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 2 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 3 ] = scanline_buffer[ i + off ];
						offset += 4;

					}

					num_scanlines --;

				}

				return data_rgba;

			};

		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 );

			};

		} )();

		console.log(Array.from(buffer));
		var byteArray = new Uint8Array( buffer );
		byteArray.pos = 0;
		var rgbe_header_info = RGBE_ReadHeader( byteArray );

		if ( RGBE_RETURN_FAILURE !== rgbe_header_info ) {

			var w = rgbe_header_info.width,
				h = rgbe_header_info.height,
				image_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h );

			if ( RGBE_RETURN_FAILURE !== image_rgba_data ) {

				switch ( this.type ) {

					case UnsignedByteType:

						var data = image_rgba_data;
						var format = RGBEFormat; // handled as THREE.RGBAFormat in shaders
						var type = UnsignedByteType;
						break;

					case FloatType:

						var numElements = ( image_rgba_data.length / 4 ) * 3;
						var floatArray = new Float32Array( numElements );

						for ( var j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 3 );

						}

						var data = floatArray;
						var format = RGBFormat;
						var type = FloatType;
						break;

					case HalfFloatType:

						var numElements = ( image_rgba_data.length / 4 ) * 3;
						var halfArray = new Uint16Array( numElements );

						for ( var j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 3 );

						}

						var data = halfArray;
						var format = RGBFormat;
						var type = HalfFloatType;
						break;

					default:

						console.error( 'THREE.RGBELoader: unsupported type: ', this.type );
						break;

				}

				return {
					width: w, height: h,
					data: data,
					header: rgbe_header_info.string,
					gamma: rgbe_header_info.gamma,
					exposure: rgbe_header_info.exposure,
					format: format,
					type: type
				};

			}

		}

		return null;

	},

	setDataType: function ( value ) {

		this.type = value;
		return this;

	},

	load: function ( url, onLoad, onProgress, onError ) {

		function onLoadCallback( texture, texData ) {

			switch ( texture.type ) {

				case UnsignedByteType:

					texture.encoding = RGBEEncoding;
					texture.minFilter = NearestFilter;
					texture.magFilter = NearestFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

				case FloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

				case HalfFloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

			}

			if ( onLoad ) onLoad( texture, texData );

		}

		return DataTextureLoader.prototype.load.call( this, url, onLoadCallback, onProgress, onError );

	}

} );
Example #2
Source File: RGBELoader.js    From FirstPersonCameraControl with MIT License 4 votes vote down vote up
RGBELoader.prototype = Object.assign( Object.create( DataTextureLoader.prototype ), {

	constructor: RGBELoader,

	// adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html

	parse: function ( buffer ) {

		var
			/* return codes for rgbe routines */
			//RGBE_RETURN_SUCCESS = 0,
			RGBE_RETURN_FAILURE = - 1,

			/* default error routine.  change this to change error handling */
			rgbe_read_error = 1,
			rgbe_write_error = 2,
			rgbe_format_error = 3,
			rgbe_memory_error = 4,
			rgbe_error = function ( rgbe_error_code, msg ) {

				switch ( rgbe_error_code ) {

					case rgbe_read_error: console.error( "RGBELoader Read Error: " + ( msg || '' ) );
						break;
					case rgbe_write_error: console.error( "RGBELoader Write Error: " + ( msg || '' ) );
						break;
					case rgbe_format_error: console.error( "RGBELoader Bad File Format: " + ( msg || '' ) );
						break;
					default:
					case rgbe_memory_error: console.error( "RGBELoader: Error: " + ( msg || '' ) );

				}
				return RGBE_RETURN_FAILURE;

			},

			/* offsets to red, green, and blue components in a data (float) pixel */
			//RGBE_DATA_RED = 0,
			//RGBE_DATA_GREEN = 1,
			//RGBE_DATA_BLUE = 2,

			/* number of floats per pixel, use 4 since stored in rgba image format */
			//RGBE_DATA_SIZE = 4,

			/* flags indicating which fields in an rgbe_header_info are valid */
			RGBE_VALID_PROGRAMTYPE = 1,
			RGBE_VALID_FORMAT = 2,
			RGBE_VALID_DIMENSIONS = 4,

			NEWLINE = "\n",

			fgets = function ( buffer, lineLimit, consume ) {

				lineLimit = ! lineLimit ? 1024 : lineLimit;
				var p = buffer.pos,
					i = - 1, len = 0, s = '', chunkSize = 128,
					chunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) )
				;
				while ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) {

					s += chunk; len += chunk.length;
					p += chunkSize;
					chunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) );

				}

				if ( - 1 < i ) {

					/*for (i=l-1; i>=0; i--) {
						byteCode = m.charCodeAt(i);
						if (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++;
						else if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2;
						if (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate
					}*/
					if ( false !== consume ) buffer.pos += len + i + 1;
					return s + chunk.slice( 0, i );

				}
				return false;

			},

			/* minimal header reading.  modify if you want to parse more information */
			RGBE_ReadHeader = function ( buffer ) {

				var line, match,

					// regexes to parse header info fields
					magic_token_re = /^#\?(\S+)$/,
					gamma_re = /^\s*GAMMA\s*=\s*(\d+(\.\d+)?)\s*$/,
					exposure_re = /^\s*EXPOSURE\s*=\s*(\d+(\.\d+)?)\s*$/,
					format_re = /^\s*FORMAT=(\S+)\s*$/,
					dimensions_re = /^\s*\-Y\s+(\d+)\s+\+X\s+(\d+)\s*$/,

					// RGBE format header struct
					header = {

						valid: 0, /* indicate which fields are valid */

						string: '', /* the actual header string */

						comments: '', /* comments found in header */

						programtype: 'RGBE', /* listed at beginning of file to identify it after "#?". defaults to "RGBE" */

						format: '', /* RGBE format, default 32-bit_rle_rgbe */

						gamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */

						exposure: 1.0, /* a value of 1.0 in an image corresponds to <exposure> watts/steradian/m^2. defaults to 1.0 */

						width: 0, height: 0 /* image dimensions, width/height */

					};

				if ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) {

					return rgbe_error( rgbe_read_error, "no header found" );

				}
				/* if you want to require the magic token then uncomment the next line */
				if ( ! ( match = line.match( magic_token_re ) ) ) {

					return rgbe_error( rgbe_format_error, "bad initial token" );

				}
				header.valid |= RGBE_VALID_PROGRAMTYPE;
				header.programtype = match[ 1 ];
				header.string += line + "\n";

				while ( true ) {

					line = fgets( buffer );
					if ( false === line ) break;
					header.string += line + "\n";

					if ( '#' === line.charAt( 0 ) ) {

						header.comments += line + "\n";
						continue; // comment line

					}

					if ( match = line.match( gamma_re ) ) {

						header.gamma = parseFloat( match[ 1 ], 10 );

					}
					if ( match = line.match( exposure_re ) ) {

						header.exposure = parseFloat( match[ 1 ], 10 );

					}
					if ( match = line.match( format_re ) ) {

						header.valid |= RGBE_VALID_FORMAT;
						header.format = match[ 1 ];//'32-bit_rle_rgbe';

					}
					if ( match = line.match( dimensions_re ) ) {

						header.valid |= RGBE_VALID_DIMENSIONS;
						header.height = parseInt( match[ 1 ], 10 );
						header.width = parseInt( match[ 2 ], 10 );

					}

					if ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break;

				}

				if ( ! ( header.valid & RGBE_VALID_FORMAT ) ) {

					return rgbe_error( rgbe_format_error, "missing format specifier" );

				}
				if ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) {

					return rgbe_error( rgbe_format_error, "missing image size specifier" );

				}

				return header;

			},

			RGBE_ReadPixels_RLE = function ( buffer, w, h ) {

				var data_rgba, offset, pos, count, byteValue,
					scanline_buffer, ptr, ptr_end, i, l, off, isEncodedRun,
					scanline_width = w, num_scanlines = h, rgbeStart
				;

				if (
					// run length encoding is not allowed so read flat
					( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) ||
					// this file is not run length encoded
					( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) )
				) {

					// return the flat buffer
					return new Uint8Array( buffer );

				}

				if ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) {

					return rgbe_error( rgbe_format_error, "wrong scanline width" );

				}

				data_rgba = new Uint8Array( 4 * w * h );

				if ( ! data_rgba || ! data_rgba.length ) {

					return rgbe_error( rgbe_memory_error, "unable to allocate buffer space" );

				}

				offset = 0; pos = 0; ptr_end = 4 * scanline_width;
				rgbeStart = new Uint8Array( 4 );
				scanline_buffer = new Uint8Array( ptr_end );

				// read in each successive scanline
				while ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) {

					if ( pos + 4 > buffer.byteLength ) {

						return rgbe_error( rgbe_read_error );

					}

					rgbeStart[ 0 ] = buffer[ pos ++ ];
					rgbeStart[ 1 ] = buffer[ pos ++ ];
					rgbeStart[ 2 ] = buffer[ pos ++ ];
					rgbeStart[ 3 ] = buffer[ pos ++ ];

					if ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) {

						return rgbe_error( rgbe_format_error, "bad rgbe scanline format" );

					}

					// read each of the four channels for the scanline into the buffer
					// first red, then green, then blue, then exponent
					ptr = 0;
					while ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) {

						count = buffer[ pos ++ ];
						isEncodedRun = count > 128;
						if ( isEncodedRun ) count -= 128;

						if ( ( 0 === count ) || ( ptr + count > ptr_end ) ) {

							return rgbe_error( rgbe_format_error, "bad scanline data" );

						}

						if ( isEncodedRun ) {

							// a (encoded) run of the same value
							byteValue = buffer[ pos ++ ];
							for ( i = 0; i < count; i ++ ) {

								scanline_buffer[ ptr ++ ] = byteValue;

							}
							//ptr += count;

						} else {

							// a literal-run
							scanline_buffer.set( buffer.subarray( pos, pos + count ), ptr );
							ptr += count; pos += count;

						}

					}


					// now convert data from buffer into rgba
					// first red, then green, then blue, then exponent (alpha)
					l = scanline_width; //scanline_buffer.byteLength;
					for ( i = 0; i < l; i ++ ) {

						off = 0;
						data_rgba[ offset ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 1 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 2 ] = scanline_buffer[ i + off ];
						off += scanline_width; //1;
						data_rgba[ offset + 3 ] = scanline_buffer[ i + off ];
						offset += 4;

					}

					num_scanlines --;

				}

				return data_rgba;

			};

		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 byteArray = new Uint8Array( buffer );
		byteArray.pos = 0;
		var rgbe_header_info = RGBE_ReadHeader( byteArray );

		if ( RGBE_RETURN_FAILURE !== rgbe_header_info ) {

			var w = rgbe_header_info.width,
				h = rgbe_header_info.height,
				image_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h );

			if ( RGBE_RETURN_FAILURE !== image_rgba_data ) {

				switch ( this.type ) {

					case UnsignedByteType:

						var data = image_rgba_data;
						var format = RGBEFormat; // handled as THREE.RGBAFormat in shaders
						var type = UnsignedByteType;
						break;

					case FloatType:

						var numElements = ( image_rgba_data.length / 4 ) * 3;
						var floatArray = new Float32Array( numElements );

						for ( var j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 3 );

						}

						var data = floatArray;
						var format = RGBFormat;
						var type = FloatType;
						break;

					case HalfFloatType:

						var numElements = ( image_rgba_data.length / 4 ) * 3;
						var halfArray = new Uint16Array( numElements );

						for ( var j = 0; j < numElements; j ++ ) {

							RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 3 );

						}

						var data = halfArray;
						var format = RGBFormat;
						var type = HalfFloatType;
						break;

					default:

						console.error( 'THREE.RGBELoader: unsupported type: ', this.type );
						break;

				}

				return {
					width: w, height: h,
					data: data,
					header: rgbe_header_info.string,
					gamma: rgbe_header_info.gamma,
					exposure: rgbe_header_info.exposure,
					format: format,
					type: type
				};

			}

		}

		return null;

	},

	setDataType: function ( value ) {

		this.type = value;
		return this;

	},

	load: function ( url, onLoad, onProgress, onError ) {

		function onLoadCallback( texture, texData ) {

			switch ( texture.type ) {

				case UnsignedByteType:

					texture.encoding = RGBEEncoding;
					texture.minFilter = NearestFilter;
					texture.magFilter = NearestFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

				case FloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

				case HalfFloatType:

					texture.encoding = LinearEncoding;
					texture.minFilter = LinearFilter;
					texture.magFilter = LinearFilter;
					texture.generateMipmaps = false;
					texture.flipY = true;
					break;

			}

			if ( onLoad ) onLoad( texture, texData );

		}

		return DataTextureLoader.prototype.load.call( this, url, onLoadCallback, onProgress, onError );

	}

} );
Example #3
Source File: SSRPass.js    From Computer-Graphics with MIT License 4 votes vote down vote up
constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {

		super();

		this.width = ( width !== undefined ) ? width : 512;
		this.height = ( height !== undefined ) ? height : 512;

		this.clear = true;

		this.renderer = renderer;
		this.scene = scene;
		this.camera = camera;
		this.groundReflector = groundReflector;

		this.opacity = SSRShader.uniforms.opacity.value;
		this.output = 0;

		this.maxDistance = SSRShader.uniforms.maxDistance.value;
		this.thickness = SSRShader.uniforms.thickness.value;

		this.tempColor = new Color();

		this._selects = selects;
		this.selective = Array.isArray( this._selects );
		Object.defineProperty( this, 'selects', {
			get() {

				return this._selects;

			},
			set( val ) {

				if ( this._selects === val ) return;
				this._selects = val;
				if ( Array.isArray( val ) ) {

					this.selective = true;
					this.ssrMaterial.defines.SELECTIVE = true;
					this.ssrMaterial.needsUpdate = true;

				} else {

					this.selective = false;
					this.ssrMaterial.defines.SELECTIVE = false;
					this.ssrMaterial.needsUpdate = true;

				}

			}
		} );

		this._bouncing = bouncing;
		Object.defineProperty( this, 'bouncing', {
			get() {

				return this._bouncing;

			},
			set( val ) {

				if ( this._bouncing === val ) return;
				this._bouncing = val;
				if ( val ) {

					this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;

				} else {

					this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;

				}

			}
		} );

		this.blur = true;

		this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
		Object.defineProperty( this, 'distanceAttenuation', {
			get() {

				return this._distanceAttenuation;

			},
			set( val ) {

				if ( this._distanceAttenuation === val ) return;
				this._distanceAttenuation = val;
				this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
				this.ssrMaterial.needsUpdate = true;

			}
		} );


		this._fresnel = SSRShader.defines.FRESNEL;
		Object.defineProperty( this, 'fresnel', {
			get() {

				return this._fresnel;

			},
			set( val ) {

				if ( this._fresnel === val ) return;
				this._fresnel = val;
				this.ssrMaterial.defines.FRESNEL = val;
				this.ssrMaterial.needsUpdate = true;

			}
		} );

		this._infiniteThick = SSRShader.defines.INFINITE_THICK;
		Object.defineProperty( this, 'infiniteThick', {
			get() {

				return this._infiniteThick;

			},
			set( val ) {

				if ( this._infiniteThick === val ) return;
				this._infiniteThick = val;
				this.ssrMaterial.defines.INFINITE_THICK = val;
				this.ssrMaterial.needsUpdate = true;

			}
		} );

		// beauty render target with depth buffer

		const depthTexture = new DepthTexture();
		depthTexture.type = UnsignedShortType;
		depthTexture.minFilter = NearestFilter;
		depthTexture.magFilter = NearestFilter;

		this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
			depthTexture: depthTexture,
			depthBuffer: true
		} );

		//for bouncing
		this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
		} );

		// normal render target

		this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
			type: HalfFloatType,
		} );

		// metalness render target

		this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		} );



		// ssr render target

		this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		} );

		this.blurRenderTarget = this.ssrRenderTarget.clone();
		this.blurRenderTarget2 = this.ssrRenderTarget.clone();
		// this.blurRenderTarget3 = this.ssrRenderTarget.clone();

		// ssr material

		if ( SSRShader === undefined ) {

			console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );

		}

		this.ssrMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSRShader.defines, {
				MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
			} ),
			uniforms: UniformsUtils.clone( SSRShader.uniforms ),
			vertexShader: SSRShader.vertexShader,
			fragmentShader: SSRShader.fragmentShader,
			blending: NoBlending
		} );

		this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
		this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
		this.ssrMaterial.defines.SELECTIVE = this.selective;
		this.ssrMaterial.needsUpdate = true;
		this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
		this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
		this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
		this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
		this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
		this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );

		// normal material

		this.normalMaterial = new MeshNormalMaterial();
		this.normalMaterial.blending = NoBlending;

		// metalnessOn material

		this.metalnessOnMaterial = new MeshBasicMaterial( {
			color: 'white'
		} );

		// metalnessOff material

		this.metalnessOffMaterial = new MeshBasicMaterial( {
			color: 'black'
		} );

		// blur material

		this.blurMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSRBlurShader.defines ),
			uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
			vertexShader: SSRBlurShader.vertexShader,
			fragmentShader: SSRBlurShader.fragmentShader
		} );
		this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
		this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );

		// blur material 2

		this.blurMaterial2 = new ShaderMaterial( {
			defines: Object.assign( {}, SSRBlurShader.defines ),
			uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
			vertexShader: SSRBlurShader.vertexShader,
			fragmentShader: SSRBlurShader.fragmentShader
		} );
		this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
		this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );

		// // blur material 3

		// this.blurMaterial3 = new ShaderMaterial({
		//   defines: Object.assign({}, SSRBlurShader.defines),
		//   uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
		//   vertexShader: SSRBlurShader.vertexShader,
		//   fragmentShader: SSRBlurShader.fragmentShader
		// });
		// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
		// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);

		// material for rendering the depth

		this.depthRenderMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSRDepthShader.defines ),
			uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
			vertexShader: SSRDepthShader.vertexShader,
			fragmentShader: SSRDepthShader.fragmentShader,
			blending: NoBlending
		} );
		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;

		// material for rendering the content of a render target

		this.copyMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			transparent: true,
			depthTest: false,
			depthWrite: false,
			blendSrc: SrcAlphaFactor,
			blendDst: OneMinusSrcAlphaFactor,
			blendEquation: AddEquation,
			blendSrcAlpha: SrcAlphaFactor,
			blendDstAlpha: OneMinusSrcAlphaFactor,
			blendEquationAlpha: AddEquation,
			// premultipliedAlpha:true,
		} );

		this.fsQuad = new FullScreenQuad( null );

		this.originalClearColor = new Color();

	}
Example #4
Source File: SSRrPass.js    From Computer-Graphics with MIT License 4 votes vote down vote up
constructor( { renderer, scene, camera, width, height, selects } ) {

		super();

		this.width = ( width !== undefined ) ? width : 512;
		this.height = ( height !== undefined ) ? height : 512;

		this.clear = true;

		this.renderer = renderer;
		this.scene = scene;
		this.camera = camera;

		this.output = 0;
		// this.output = 1;

		this.ior = SSRrShader.uniforms.ior.value;
		this.maxDistance = SSRrShader.uniforms.maxDistance.value;
		this.surfDist = SSRrShader.uniforms.surfDist.value;

		this.tempColor = new Color();

		this.selects = selects;

		this._specular = SSRrShader.defines.SPECULAR;
		Object.defineProperty( this, 'specular', {
			get() {

				return this._specular;

			},
			set( val ) {

				if ( this._specular === val ) return;
				this._specular = val;
				this.ssrrMaterial.defines.SPECULAR = val;
				this.ssrrMaterial.needsUpdate = true;

			}
		} );

		this._fillHole = SSRrShader.defines.FILL_HOLE;
		Object.defineProperty( this, 'fillHole', {
			get() {

				return this._fillHole;

			},
			set( val ) {

				if ( this._fillHole === val ) return;
				this._fillHole = val;
				this.ssrrMaterial.defines.FILL_HOLE = val;
				this.ssrrMaterial.needsUpdate = true;

			}
		} );

		this._infiniteThick = SSRrShader.defines.INFINITE_THICK;
		Object.defineProperty( this, 'infiniteThick', {
			get() {

				return this._infiniteThick;

			},
			set( val ) {

				if ( this._infiniteThick === val ) return;
				this._infiniteThick = val;
				this.ssrrMaterial.defines.INFINITE_THICK = val;
				this.ssrrMaterial.needsUpdate = true;

			}
		} );

		// beauty render target with depth buffer

		const depthTexture = new DepthTexture();
		depthTexture.type = UnsignedShortType;
		depthTexture.minFilter = NearestFilter;
		depthTexture.magFilter = NearestFilter;

		this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
			depthTexture: depthTexture,
			depthBuffer: true
		} );

		this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
		} );

		// normalSelects render target

		const depthTextureSelects = new DepthTexture();
		depthTextureSelects.type = UnsignedShortType;
		depthTextureSelects.minFilter = NearestFilter;
		depthTextureSelects.magFilter = NearestFilter;

		this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat,
			type: HalfFloatType,
			depthTexture: depthTextureSelects,
			depthBuffer: true
		} );

		// refractive render target

		this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		} );

		// ssrr render target

		this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		} );

		// ssrr material

		if ( SSRrShader === undefined ) {

			console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );

		}

		this.ssrrMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSRrShader.defines, {
				MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
			} ),
			uniforms: UniformsUtils.clone( SSRrShader.uniforms ),
			vertexShader: SSRrShader.vertexShader,
			fragmentShader: SSRrShader.fragmentShader,
			blending: NoBlending
		} );

		this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
		this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
		this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
		this.ssrrMaterial.needsUpdate = true;
		this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
		this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
		this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
		this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
		this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
		this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );

		// normal material

		this.normalMaterial = new MeshNormalMaterial();
		this.normalMaterial.blending = NoBlending;

		// refractiveOn material

		this.refractiveOnMaterial = new MeshBasicMaterial( {
			color: 'white'
		} );

		// refractiveOff material

		this.refractiveOffMaterial = new MeshBasicMaterial( {
			color: 'black'
		} );

		// specular material
		this.specularMaterial = new MeshStandardMaterial( {
			color: 'black',
			metalness: 0,
			roughness: .2,
		} );

		// material for rendering the depth

		this.depthRenderMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSRrDepthShader.defines ),
			uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
			vertexShader: SSRrDepthShader.vertexShader,
			fragmentShader: SSRrDepthShader.fragmentShader,
			blending: NoBlending
		} );
		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;

		// material for rendering the content of a render target

		this.copyMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			transparent: true,
			depthTest: false,
			depthWrite: false,
			blendSrc: SrcAlphaFactor,
			blendDst: OneMinusSrcAlphaFactor,
			blendEquation: AddEquation,
			blendSrcAlpha: SrcAlphaFactor,
			blendDstAlpha: OneMinusSrcAlphaFactor,
			blendEquationAlpha: AddEquation,
			// premultipliedAlpha:true,
		} );

		this.fsQuad = new FullScreenQuad( null );

		this.originalClearColor = new Color();

	}