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99 lines
2.3 KiB
99 lines
2.3 KiB
import {
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PlaneGeometry,
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ShaderMaterial,
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Uniform,
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Mesh,
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PerspectiveCamera,
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Scene,
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WebGLRenderer,
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CanvasTexture,
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SRGBColorSpace
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} from 'three';
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let _renderer;
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let fullscreenQuadGeometry;
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let fullscreenQuadMaterial;
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let fullscreenQuad;
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export function decompress( texture, maxTextureSize = Infinity, renderer = null ) {
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if ( ! fullscreenQuadGeometry ) fullscreenQuadGeometry = new PlaneGeometry( 2, 2, 1, 1 );
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if ( ! fullscreenQuadMaterial ) fullscreenQuadMaterial = new ShaderMaterial( {
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uniforms: { blitTexture: new Uniform( texture ) },
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vertexShader: `
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varying vec2 vUv;
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void main(){
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vUv = uv;
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gl_Position = vec4(position.xy * 1.0,0.,.999999);
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}`,
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fragmentShader: `
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uniform sampler2D blitTexture;
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varying vec2 vUv;
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void main(){
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gl_FragColor = vec4(vUv.xy, 0, 1);
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#ifdef IS_SRGB
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gl_FragColor = LinearTosRGB( texture2D( blitTexture, vUv) );
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#else
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gl_FragColor = texture2D( blitTexture, vUv);
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#endif
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}`
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} );
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fullscreenQuadMaterial.uniforms.blitTexture.value = texture;
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fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
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fullscreenQuadMaterial.needsUpdate = true;
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if ( ! fullscreenQuad ) {
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fullscreenQuad = new Mesh( fullscreenQuadGeometry, fullscreenQuadMaterial );
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fullscreenQuad.frustumCulled = false;
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}
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const _camera = new PerspectiveCamera();
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const _scene = new Scene();
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_scene.add( fullscreenQuad );
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if ( renderer === null ) {
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renderer = _renderer = new WebGLRenderer( { antialias: false } );
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}
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const width = Math.min( texture.image.width, maxTextureSize );
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const height = Math.min( texture.image.height, maxTextureSize );
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renderer.setSize( width, height );
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renderer.clear();
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renderer.render( _scene, _camera );
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const canvas = document.createElement( 'canvas' );
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const context = canvas.getContext( '2d' );
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canvas.width = width;
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canvas.height = height;
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context.drawImage( renderer.domElement, 0, 0, width, height );
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const readableTexture = new CanvasTexture( canvas );
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readableTexture.minFilter = texture.minFilter;
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readableTexture.magFilter = texture.magFilter;
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readableTexture.wrapS = texture.wrapS;
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readableTexture.wrapT = texture.wrapT;
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readableTexture.name = texture.name;
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if ( _renderer ) {
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_renderer.forceContextLoss();
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_renderer.dispose();
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_renderer = null;
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}
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return readableTexture;
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}
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