webgl_loader_texture_hdr.html 2.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - HDR texture loader</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl HDR (RGBE) texture loader example<br/>
  12. Image courtesy of <a href="http://www.pauldebevec.com/Research/HDR/" target="_blank" rel="noopener">Paul Debevec</a>.
  13. </div>
  14. <script type="module">
  15. import {
  16. Mesh,
  17. MeshBasicMaterial,
  18. OrthographicCamera,
  19. PlaneBufferGeometry,
  20. ReinhardToneMapping,
  21. Scene,
  22. UnsignedByteType,
  23. WebGLRenderer,
  24. } from "../build/three.module.js";
  25. import { GUI } from './jsm/libs/dat.gui.module.js';
  26. import { RGBELoader } from './jsm/loaders/RGBELoader.js';
  27. var params = {
  28. exposure: 2.0
  29. };
  30. var renderer, scene, camera;
  31. init();
  32. function init() {
  33. renderer = new WebGLRenderer();
  34. renderer.setPixelRatio( window.devicePixelRatio );
  35. renderer.setSize( window.innerWidth, window.innerHeight );
  36. document.body.appendChild( renderer.domElement );
  37. renderer.toneMapping = ReinhardToneMapping;
  38. renderer.toneMappingExposure = params.exposure;
  39. renderer.gammaOutput = true;
  40. scene = new Scene();
  41. var aspect = window.innerWidth / window.innerHeight;
  42. camera = new OrthographicCamera( - aspect, aspect, 1, - 1, 0, 1 );
  43. new RGBELoader()
  44. .setType( UnsignedByteType ) // alt: FloatType, HalfFloatType
  45. .load( 'textures/memorial.hdr', function ( texture, textureData ) {
  46. //console.log( textureData );
  47. //console.log( texture );
  48. var material = new MeshBasicMaterial( { map: texture } );
  49. var quad = new PlaneBufferGeometry( 1.5 * textureData.width / textureData.height, 1.5 );
  50. var mesh = new Mesh( quad, material );
  51. scene.add( mesh );
  52. render();
  53. } );
  54. //
  55. var gui = new GUI();
  56. gui.add( params, 'exposure', 0, 4, 0.01 ).onChange( render );
  57. gui.open();
  58. //
  59. window.addEventListener( 'resize', onWindowResize, false );
  60. }
  61. function onWindowResize() {
  62. var aspect = window.innerWidth / window.innerHeight;
  63. var frustumHeight = camera.top - camera.bottom;
  64. camera.left = - frustumHeight * aspect / 2;
  65. camera.right = frustumHeight * aspect / 2;
  66. camera.updateProjectionMatrix();
  67. renderer.setSize( window.innerWidth, window.innerHeight );
  68. render();
  69. }
  70. //
  71. function render() {
  72. renderer.toneMappingExposure = params.exposure;
  73. renderer.render( scene, camera );
  74. }
  75. </script>
  76. </body>
  77. </html>