191 lines
4.1 KiB
JavaScript
191 lines
4.1 KiB
JavaScript
import {
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Loader,
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TextureLoader,
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Data3DTexture,
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RGBAFormat,
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UnsignedByteType,
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ClampToEdgeWrapping,
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LinearFilter,
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} from 'three';
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/**
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* A loader for loading LUT images.
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*
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* ```js
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* const loader = new LUTImageLoader();
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* const map = loader.loadAsync( 'luts/NeutralLUT.png' );
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* ```
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*
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* @augments Loader
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* @three_import import { LUTImageLoader } from 'three/addons/loaders/LUTImageLoader.js';
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*/
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export class LUTImageLoader extends Loader {
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/**
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* Constructs a new LUT loader.
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*
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* @param {LoadingManager} [manager] - The loading manager.
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*/
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constructor( manager ) {
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super( manager );
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/**
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* Whether to vertically flip the LUT or not.
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*
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* Depending on the LUT's origin, the texture has green at the bottom (e.g. for Unreal)
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* or green at the top (e.g. for Unity URP Color Lookup). If you're using lut image strips
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* from a Unity pipeline, then set this property to `true`.
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*
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* @type {boolean}
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* @default false
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*/
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this.flip = false;
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}
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/**
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* Starts loading from the given URL and passes the loaded LUT
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* to the `onLoad()` callback.
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*
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* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
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* @param {function({size:number,texture3D:Data3DTexture})} onLoad - Executed when the loading process has been finished.
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* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
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* @param {onErrorCallback} onError - Executed when errors occur.
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*/
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load( url, onLoad, onProgress, onError ) {
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const loader = new TextureLoader( this.manager );
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loader.setCrossOrigin( this.crossOrigin );
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loader.setPath( this.path );
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loader.load( url, texture => {
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try {
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let imageData;
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if ( texture.image.width < texture.image.height ) {
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imageData = this._getImageData( texture );
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} else {
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imageData = this._horz2Vert( texture );
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}
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onLoad( this.parse( imageData.data, Math.min( texture.image.width, texture.image.height ) ) );
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} catch ( e ) {
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if ( onError ) {
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onError( e );
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} else {
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console.error( e );
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}
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this.manager.itemError( url );
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}
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}, onProgress, onError );
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}
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/**
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* Parses the given LUT data and returns the resulting 3D data texture.
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*
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* @param {Uint8ClampedArray} dataArray - The raw LUT data.
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* @param {number} size - The LUT size.
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* @return {{size:number,texture3D:Data3DTexture}} An object representing the parsed LUT.
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*/
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parse( dataArray, size ) {
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const data = new Uint8Array( dataArray );
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const texture3D = new Data3DTexture();
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texture3D.image.data = data;
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texture3D.image.width = size;
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texture3D.image.height = size;
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texture3D.image.depth = size;
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texture3D.format = RGBAFormat;
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texture3D.type = UnsignedByteType;
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texture3D.magFilter = LinearFilter;
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texture3D.minFilter = LinearFilter;
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texture3D.wrapS = ClampToEdgeWrapping;
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texture3D.wrapT = ClampToEdgeWrapping;
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texture3D.wrapR = ClampToEdgeWrapping;
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texture3D.generateMipmaps = false;
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texture3D.needsUpdate = true;
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return {
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size,
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texture3D,
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};
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}
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// internal
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_getImageData( texture ) {
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const width = texture.image.width;
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const height = texture.image.height;
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const canvas = document.createElement( 'canvas' );
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canvas.width = width;
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canvas.height = height;
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const context = canvas.getContext( '2d' );
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if ( this.flip === true ) {
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context.scale( 1, - 1 );
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context.translate( 0, - height );
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}
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context.drawImage( texture.image, 0, 0 );
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return context.getImageData( 0, 0, width, height );
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}
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_horz2Vert( texture ) {
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const width = texture.image.height;
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const height = texture.image.width;
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const canvas = document.createElement( 'canvas' );
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canvas.width = width;
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canvas.height = height;
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const context = canvas.getContext( '2d' );
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if ( this.flip === true ) {
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context.scale( 1, - 1 );
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context.translate( 0, - height );
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}
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for ( let i = 0; i < width; i ++ ) {
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const sy = i * width;
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const dy = ( this.flip ) ? height - i * width : i * width;
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context.drawImage( texture.image, sy, 0, width, width, 0, dy, width, width );
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}
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return context.getImageData( 0, 0, width, height );
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}
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}
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