three#HalfFloatType JavaScript Examples
The following examples show how to use
three#HalfFloatType.
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Example #1
Source File: RGBELoader.js From canvas with Apache License 2.0 | 4 votes |
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 |
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 |
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 |
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();
}