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6 months ago
import {
Loader,
TextureLoader,
Data3DTexture,
RGBAFormat,
UnsignedByteType,
ClampToEdgeWrapping,
LinearFilter,
} from 'three';
export class LUTImageLoader extends Loader {
constructor( flipVertical = false ) {
//The NeutralLUT.png has green at the bottom for Unreal ang green at the top for Unity URP Color Lookup
//post-processing. If you're using lut image strips from a Unity pipeline then pass true to the constructor
super();
this.flip = flipVertical;
}
load( url, onLoad, onProgress, onError ) {
const loader = new TextureLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.load( url, texture => {
try {
let imageData;
if ( texture.image.width < texture.image.height ) {
imageData = this.getImageData( texture );
} else {
imageData = this.horz2Vert( texture );
}
onLoad( this.parse( imageData.data, Math.min( texture.image.width, texture.image.height ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
this.manager.itemError( url );
}
}, onProgress, onError );
}
getImageData( texture ) {
const width = texture.image.width;
const height = texture.image.height;
const canvas = document.createElement( 'canvas' );
canvas.width = width;
canvas.height = height;
const context = canvas.getContext( '2d' );
if ( this.flip === true ) {
context.scale( 1, - 1 );
context.translate( 0, - height );
}
context.drawImage( texture.image, 0, 0 );
return context.getImageData( 0, 0, width, height );
}
horz2Vert( texture ) {
const width = texture.image.height;
const height = texture.image.width;
const canvas = document.createElement( 'canvas' );
canvas.width = width;
canvas.height = height;
const context = canvas.getContext( '2d' );
if ( this.flip === true ) {
context.scale( 1, - 1 );
context.translate( 0, - height );
}
for ( let i = 0; i < width; i ++ ) {
const sy = i * width;
const dy = ( this.flip ) ? height - i * width : i * width;
context.drawImage( texture.image, sy, 0, width, width, 0, dy, width, width );
}
return context.getImageData( 0, 0, width, height );
}
parse( dataArray, size ) {
const data = new Uint8Array( dataArray );
const texture3D = new Data3DTexture();
texture3D.image.data = data;
texture3D.image.width = size;
texture3D.image.height = size;
texture3D.image.depth = size;
texture3D.format = RGBAFormat;
texture3D.type = UnsignedByteType;
texture3D.magFilter = LinearFilter;
texture3D.minFilter = LinearFilter;
texture3D.wrapS = ClampToEdgeWrapping;
texture3D.wrapT = ClampToEdgeWrapping;
texture3D.wrapR = ClampToEdgeWrapping;
texture3D.generateMipmaps = false;
texture3D.needsUpdate = true;
return {
size,
texture3D,
};
}
}