webgl_loader_texture_rgbm.html 2.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - RGBM 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 RGBM texture loader example
  12. </div>
  13. <script src="../build/three.js"></script>
  14. <script src="js/libs/dat.gui.min.js"></script>
  15. <script src="js/WebGL.js"></script>
  16. <script>
  17. if ( WEBGL.isWebGLAvailable() === false ) {
  18. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  19. }
  20. var params = {
  21. exposure: 2.0
  22. };
  23. var renderer, scene, camera;
  24. init();
  25. function init() {
  26. renderer = new THREE.WebGLRenderer();
  27. renderer.setPixelRatio( window.devicePixelRatio );
  28. renderer.setSize( window.innerWidth, window.innerHeight );
  29. document.body.appendChild( renderer.domElement );
  30. renderer.toneMapping = THREE.ReinhardToneMapping;
  31. renderer.toneMappingExposure = params.exposure;
  32. renderer.gammaOutput = true;
  33. scene = new THREE.Scene();
  34. var aspect = window.innerWidth / window.innerHeight;
  35. camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 1 );
  36. new THREE.TextureLoader().load( 'textures/memorial.png', function ( texture ) {
  37. texture.encoding = THREE.RGBM16Encoding;
  38. texture.minFilter = THREE.LinearFilter;
  39. texture.magFilter = THREE.LinearFilter;
  40. texture.flipY = true;
  41. var material = new THREE.MeshBasicMaterial( { map: texture } );
  42. var quad = new THREE.PlaneBufferGeometry( 1.5 * texture.width / texture.height, 1.5 );
  43. var mesh = new THREE.Mesh( quad, material );
  44. scene.add( mesh );
  45. render();
  46. } );
  47. //
  48. var gui = new dat.GUI();
  49. gui.add( params, 'exposure', 0, 4, 0.01 ).onChange( render );
  50. gui.open();
  51. //
  52. window.addEventListener( 'resize', onWindowResize, false );
  53. }
  54. function onWindowResize() {
  55. var aspect = window.innerWidth / window.innerHeight;
  56. var frustumHeight = camera.top - camera.bottom;
  57. camera.left = - frustumHeight * aspect / 2;
  58. camera.right = frustumHeight * aspect / 2;
  59. camera.updateProjectionMatrix();
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. render();
  62. }
  63. //
  64. function render() {
  65. renderer.toneMappingExposure = params.exposure;
  66. renderer.render( scene, camera );
  67. }
  68. </script>
  69. </body>
  70. </html>