1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 | 1× 1× 1× 524288× 468143× 468143× 468143× 468143× 56145× 56145× 56145× 524288× 524288× 1× 1× 2× 1× 512× 512× 512× 512× 512× 512× 512× 512× 2048× 83718× 83718× 50288× 50288× 50288× 827515× 33430× 1269637× 512× 1× 1× 1× 1× 1× 1× 60× 1× 1× 1× 1× 1× 15× 15× 1× 14× 1× 1× 1× 1× 1× 1× 1× 1024× 1024× 4096× 1× 1× 1× 512× 512× 512× 524288× 524288× 1× 1× 1× 1× 1× 1× | import Texture from '../Texture'; import Texture2D from '../Texture2D'; var toChar = String.fromCharCode; var MINELEN = 8; var MAXELEN = 0x7fff; function rgbe2float(rgbe, buffer, offset, exposure) { if (rgbe[3] > 0) { var f = Math.pow(2.0, rgbe[3] - 128 - 8 + exposure); buffer[offset + 0] = rgbe[0] * f; buffer[offset + 1] = rgbe[1] * f; buffer[offset + 2] = rgbe[2] * f; } else { buffer[offset + 0] = 0; buffer[offset + 1] = 0; buffer[offset + 2] = 0; } buffer[offset + 3] = 1.0; return buffer; } function uint82string(array, offset, size) { var str = ''; for (var i = offset; i < size; i++) { str += toChar(array[i]); } return str; } function copyrgbe(s, t) { t[0] = s[0]; t[1] = s[1]; t[2] = s[2]; t[3] = s[3]; } // TODO : check function oldReadColors(scan, buffer, offset, xmax) { var rshift = 0, x = 0, len = xmax; while (len > 0) { scan[x][0] = buffer[offset++]; scan[x][1] = buffer[offset++]; scan[x][2] = buffer[offset++]; scan[x][3] = buffer[offset++]; if (scan[x][0] === 1 && scan[x][1] === 1 && scan[x][2] === 1) { // exp is count of repeated pixels for (var i = (scan[x][3] << rshift) >>> 0; i > 0; i--) { copyrgbe(scan[x-1], scan[x]); x++; len--; } rshift += 8; } else { x++; len--; rshift = 0; } } return offset; } function readColors(scan, buffer, offset, xmax) { Iif ((xmax < MINELEN) | (xmax > MAXELEN)) { return oldReadColors(scan, buffer, offset, xmax); } var i = buffer[offset++]; Iif (i != 2) { return oldReadColors(scan, buffer, offset - 1, xmax); } scan[0][1] = buffer[offset++]; scan[0][2] = buffer[offset++]; i = buffer[offset++]; Iif ((((scan[0][2] << 8) >>> 0) | i) >>> 0 !== xmax) { return null; } for (var i = 0; i < 4; i++) { for (var x = 0; x < xmax;) { var code = buffer[offset++]; if (code > 128) { code = (code & 127) >>> 0; var val = buffer[offset++]; while (code--) { scan[x++][i] = val; } } else { while (code--) { scan[x++][i] = buffer[offset++]; } } } } return offset; } var ret = { // http://www.graphics.cornell.edu/~bjw/rgbe.html // Blender source // http://radsite.lbl.gov/radiance/refer/Notes/picture_format.html parseRGBE: function(arrayBuffer, texture, exposure) { Iif (exposure == null) { exposure = 0; } var data = new Uint8Array(arrayBuffer); var size = data.length; Iif (uint82string(data, 0, 2) !== '#?') { return; } // find empty line, next line is resolution info for (var i = 2; i < size; i++) { if (toChar(data[i]) === '\n' && toChar(data[i+1]) === '\n') { break; } } Iif (i >= size) { // not found return; } // find resolution info line i += 2; var str = ''; for (; i < size; i++) { var _char = toChar(data[i]); if (_char === '\n') { break; } str += _char; } // -Y M +X N var tmp = str.split(' '); var height = parseInt(tmp[1]); var width = parseInt(tmp[3]); Iif (!width || !height) { return; } // read and decode actual data var offset = i+1; var scanline = []; // memzero for (var x = 0; x < width; x++) { scanline[x] = []; for (var j = 0; j < 4; j++) { scanline[x][j] = 0; } } var pixels = new Float32Array(width * height * 4); var offset2 = 0; for (var y = 0; y < height; y++) { var offset = readColors(scanline, data, offset, width); Iif (!offset) { return null; } for (var x = 0; x < width; x++) { rgbe2float(scanline[x], pixels, offset2, exposure); offset2 += 4; } } Iif (!texture) { texture = new Texture2D(); } texture.width = width; texture.height = height; texture.pixels = pixels; // HALF_FLOAT can't use Float32Array texture.type = Texture.FLOAT; return texture; }, parseRGBEFromPNG: function(png) { } }; export default ret; |