three
Version:
JavaScript 3D library
206 lines (152 loc) • 5.08 kB
JavaScript
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,
};
}
}