webgl_loader_texture_hdr.html 3.5 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. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a { color: red; }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info">
  29. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl HDR (RGBE) texture loader example<br/>
  30. Image courtesy of <a href="http://www.pauldebevec.com/Research/HDR/" target="_blank" rel="noopener">Paul Debevec</a>.
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/loaders/RGBELoader.js"></script>
  34. <script src="js/libs/dat.gui.min.js"></script>
  35. <script src="js/WebGL.js"></script>
  36. <script>
  37. if ( WEBGL.isWebGLAvailable() === false ) {
  38. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  39. }
  40. var params = {
  41. exposure: 2.0
  42. };
  43. var renderer, scene, camera;
  44. init();
  45. function init() {
  46. renderer = new THREE.WebGLRenderer();
  47. renderer.setPixelRatio( window.devicePixelRatio );
  48. renderer.setSize( window.innerWidth, window.innerHeight );
  49. document.body.appendChild( renderer.domElement );
  50. renderer.toneMapping = THREE.ReinhardToneMapping;
  51. renderer.toneMappingExposure = params.exposure;
  52. renderer.gammaOutput = true;
  53. scene = new THREE.Scene();
  54. var aspect = window.innerWidth / window.innerHeight;
  55. camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 1 );
  56. var type = THREE.UnsignedByteType;
  57. //var type = THREE.FloatType;
  58. new THREE.RGBELoader()
  59. .setType( type )
  60. .load( 'textures/memorial.hdr', function ( texture, textureData ) {
  61. switch ( type ) {
  62. case THREE.UnsignedByteType:
  63. texture.encoding = THREE.RGBEEncoding;
  64. texture.minFilter = THREE.NearestFilter;
  65. texture.magFilter = THREE.NearestFilter;
  66. break;
  67. case THREE.FloatType:
  68. texture.encoding = THREE.LinearEncoding;
  69. texture.minFilter = THREE.LinearFilter;
  70. texture.magFilter = THREE.LinearFilter;
  71. break;
  72. }
  73. texture.generateMipmaps = false;
  74. texture.flipY = true;
  75. //console.log( textureData );
  76. //console.log( texture );
  77. var material = new THREE.MeshBasicMaterial( { map: texture } );
  78. var quad = new THREE.PlaneBufferGeometry( 1.5 * textureData.width / textureData.height, 1.5 );
  79. var mesh = new THREE.Mesh( quad, material );
  80. scene.add( mesh );
  81. render();
  82. } );
  83. //
  84. var gui = new dat.GUI();
  85. gui.add( params, 'exposure', 0, 4, 0.01 ).onChange( render );
  86. gui.open();
  87. //
  88. window.addEventListener( 'resize', onWindowResize, false );
  89. }
  90. function onWindowResize() {
  91. var aspect = window.innerWidth / window.innerHeight;
  92. var frustumHeight = camera.top - camera.bottom;
  93. camera.left = - frustumHeight * aspect / 2;
  94. camera.right = frustumHeight * aspect / 2;
  95. camera.updateProjectionMatrix();
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. render();
  98. }
  99. //
  100. function render() {
  101. renderer.toneMappingExposure = params.exposure;
  102. renderer.render( scene, camera );
  103. }
  104. </script>
  105. </body>
  106. </html>