Buckets:
| import { | |
| ClampToEdgeWrapping, | |
| Data3DTexture, | |
| FileLoader, | |
| LinearFilter, | |
| Loader, | |
| RGBAFormat, | |
| UnsignedByteType, | |
| } from 'three'; | |
| /** | |
| * A loader for the 3DL LUT format. | |
| * | |
| * References: | |
| * - [3D LUTs]{@link http://download.autodesk.com/us/systemdocs/help/2011/lustre/index.html?url=./files/WSc4e151a45a3b785a24c3d9a411df9298473-7ffd.htm,topicNumber=d0e9492} | |
| * - [Format Spec for .3dl]{@link https://community.foundry.com/discuss/topic/103636/format-spec-for-3dl?mode=Post&postID=895258} | |
| * | |
| * ```js | |
| * const loader = new LUT3dlLoader(); | |
| * const map = loader.loadAsync( 'luts/Presetpro-Cinematic.3dl' ); | |
| * ``` | |
| * | |
| * @augments Loader | |
| * @three_import import { LUT3dlLoader } from 'three/addons/loaders/LUT3dlLoader.js'; | |
| */ | |
| export class LUT3dlLoader extends Loader { | |
| /** | |
| * Constructs a new 3DL LUT loader. | |
| * | |
| * @param {LoadingManager} [manager] - The loading manager. | |
| */ | |
| constructor( manager ) { | |
| super( manager ); | |
| /** | |
| * The texture type. | |
| * | |
| * @type {(UnsignedByteType|FloatType)} | |
| * @default UnsignedByteType | |
| */ | |
| this.type = UnsignedByteType; | |
| } | |
| /** | |
| * Sets the texture type. | |
| * | |
| * @param {(UnsignedByteType|FloatType)} type - The texture type to set. | |
| * @return {LUT3dlLoader} A reference to this loader. | |
| */ | |
| setType( type ) { | |
| this.type = type; | |
| return this; | |
| } | |
| /** | |
| * Starts loading from the given URL and passes the loaded 3DL LUT asset | |
| * to the `onLoad()` callback. | |
| * | |
| * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. | |
| * @param {function({size:number,texture3D:Data3DTexture})} onLoad - Executed when the loading process has been finished. | |
| * @param {onProgressCallback} onProgress - Executed while the loading is in progress. | |
| * @param {onErrorCallback} onError - Executed when errors occur. | |
| */ | |
| load( url, onLoad, onProgress, onError ) { | |
| const loader = new FileLoader( this.manager ); | |
| loader.setPath( this.path ); | |
| loader.setResponseType( 'text' ); | |
| loader.load( url, text => { | |
| try { | |
| onLoad( this.parse( text ) ); | |
| } catch ( e ) { | |
| if ( onError ) { | |
| onError( e ); | |
| } else { | |
| console.error( e ); | |
| } | |
| this.manager.itemError( url ); | |
| } | |
| }, onProgress, onError ); | |
| } | |
| /** | |
| * Parses the given 3DL LUT data and returns the resulting 3D data texture. | |
| * | |
| * @param {string} input - The raw 3DL LUT data as a string. | |
| * @return {{size:number,texture3D:Data3DTexture}} The parsed 3DL LUT. | |
| */ | |
| parse( input ) { | |
| const regExpGridInfo = /^[\d ]+$/m; | |
| const regExpDataPoints = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm; | |
| // The first line describes the positions of values on the LUT grid. | |
| let result = regExpGridInfo.exec( input ); | |
| if ( result === null ) { | |
| throw new Error( 'LUT3dlLoader: Missing grid information' ); | |
| } | |
| const gridLines = result[ 0 ].trim().split( /\s+/g ).map( Number ); | |
| const gridStep = gridLines[ 1 ] - gridLines[ 0 ]; | |
| const size = gridLines.length; | |
| const sizeSq = size ** 2; | |
| for ( let i = 1, l = gridLines.length; i < l; ++ i ) { | |
| if ( gridStep !== ( gridLines[ i ] - gridLines[ i - 1 ] ) ) { | |
| throw new Error( 'LUT3dlLoader: Inconsistent grid size' ); | |
| } | |
| } | |
| const dataFloat = new Float32Array( size ** 3 * 4 ); | |
| let maxValue = 0.0; | |
| let index = 0; | |
| while ( ( result = regExpDataPoints.exec( input ) ) !== null ) { | |
| const r = Number( result[ 1 ] ); | |
| const g = Number( result[ 2 ] ); | |
| const b = Number( result[ 3 ] ); | |
| maxValue = Math.max( maxValue, r, g, b ); | |
| const bLayer = index % size; | |
| const gLayer = Math.floor( index / size ) % size; | |
| const rLayer = Math.floor( index / ( sizeSq ) ) % size; | |
| // b grows first, then g, then r. | |
| const d4 = ( bLayer * sizeSq + gLayer * size + rLayer ) * 4; | |
| dataFloat[ d4 + 0 ] = r; | |
| dataFloat[ d4 + 1 ] = g; | |
| dataFloat[ d4 + 2 ] = b; | |
| ++ index; | |
| } | |
| // Determine the bit depth to scale the values to [0.0, 1.0]. | |
| const bits = Math.ceil( Math.log2( maxValue ) ); | |
| const maxBitValue = Math.pow( 2, bits ); | |
| const data = this.type === UnsignedByteType ? new Uint8Array( dataFloat.length ) : dataFloat; | |
| const scale = this.type === UnsignedByteType ? 255 : 1; | |
| for ( let i = 0, l = data.length; i < l; i += 4 ) { | |
| const i1 = i + 1; | |
| const i2 = i + 2; | |
| const i3 = i + 3; | |
| // Note: data is dataFloat when type is FloatType. | |
| data[ i ] = dataFloat[ i ] / maxBitValue * scale; | |
| data[ i1 ] = dataFloat[ i1 ] / maxBitValue * scale; | |
| data[ i2 ] = dataFloat[ i2 ] / maxBitValue * scale; | |
| data[ i3 ] = scale; | |
| } | |
| 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 = this.type; | |
| texture3D.magFilter = LinearFilter; | |
| texture3D.minFilter = LinearFilter; | |
| texture3D.wrapS = ClampToEdgeWrapping; | |
| texture3D.wrapT = ClampToEdgeWrapping; | |
| texture3D.wrapR = ClampToEdgeWrapping; | |
| texture3D.generateMipmaps = false; | |
| texture3D.needsUpdate = true; | |
| return { | |
| size, | |
| texture3D, | |
| }; | |
| } | |
| } | |
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