169 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			169 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								// http://download.autodesk.com/us/systemdocs/help/2011/lustre/index.html?url=./files/WSc4e151a45a3b785a24c3d9a411df9298473-7ffd.htm,topicNumber=d0e9492
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								// https://community.foundry.com/discuss/topic/103636/format-spec-for-3dl?mode=Post&postID=895258
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								import {
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									ClampToEdgeWrapping,
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									Data3DTexture,
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									FileLoader,
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									FloatType,
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									LinearFilter,
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									Loader,
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									RGBAFormat,
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									UnsignedByteType,
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								} from 'three';
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								export class LUT3dlLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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										this.type = UnsignedByteType;
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									}
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									setType( type ) {
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										if ( type !== UnsignedByteType && type !== FloatType ) {
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											throw new Error( 'LUT3dlLoader: Unsupported type' );
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										}
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										this.type = type;
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										return this;
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									}
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									load( url, onLoad, onProgress, onError ) {
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										const loader = new FileLoader( this.manager );
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										loader.setPath( this.path );
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										loader.setResponseType( 'text' );
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										loader.load( url, text => {
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											try {
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												onLoad( this.parse( text ) );
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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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									parse( input ) {
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										const regExpGridInfo = /^[\d ]+$/m;
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										const regExpDataPoints = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm;
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										// The first line describes the positions of values on the LUT grid.
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										let result = regExpGridInfo.exec( input );
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										if ( result === null ) {
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											throw new Error( 'LUT3dlLoader: Missing grid information' );
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										}
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										const gridLines = result[ 0 ].trim().split( /\s+/g ).map( Number );
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										const gridStep = gridLines[ 1 ] - gridLines[ 0 ];
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										const size = gridLines.length;
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										const sizeSq = size ** 2;
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										for ( let i = 1, l = gridLines.length; i < l; ++ i ) {
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											if ( gridStep !== ( gridLines[ i ] - gridLines[ i - 1 ] ) ) {
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												throw new Error( 'LUT3dlLoader: Inconsistent grid size' );
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											}
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										}
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										const dataFloat = new Float32Array( size ** 3 * 4 );
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										let maxValue = 0.0;
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										let index = 0;
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										while ( ( result = regExpDataPoints.exec( input ) ) !== null ) {
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											const r = Number( result[ 1 ] );
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											const g = Number( result[ 2 ] );
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											const b = Number( result[ 3 ] );
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											maxValue = Math.max( maxValue, r, g, b );
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											const bLayer = index % size;
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											const gLayer = Math.floor( index / size ) % size;
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											const rLayer = Math.floor( index / ( sizeSq ) ) % size;
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											// b grows first, then g, then r.
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											const d4 = ( bLayer * sizeSq + gLayer * size + rLayer ) * 4;
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											dataFloat[ d4 + 0 ] = r;
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											dataFloat[ d4 + 1 ] = g;
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											dataFloat[ d4 + 2 ] = b;
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											++ index;
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										}
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										// Determine the bit depth to scale the values to [0.0, 1.0].
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										const bits = Math.ceil( Math.log2( maxValue ) );
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										const maxBitValue = Math.pow( 2, bits );
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										const data = this.type === UnsignedByteType ? new Uint8Array( dataFloat.length ) : dataFloat;
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										const scale = this.type === UnsignedByteType ? 255 : 1;
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										for ( let i = 0, l = data.length; i < l; i += 4 ) {
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											const i1 = i + 1;
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											const i2 = i + 2;
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											const i3 = i + 3;
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											// Note: data is dataFloat when type is FloatType.
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											data[ i ] = dataFloat[ i ] / maxBitValue * scale;
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											data[ i1 ] = dataFloat[ i1 ] / maxBitValue * scale;
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											data[ i2 ] = dataFloat[ i2 ] / maxBitValue * scale;
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											data[ i3 ] = scale;
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										}
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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 = this.type;
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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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								}
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