📄 LUT3dlLoader.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 3 |
🧱 Classes | 1 |
📦 Imports | 7 |
📊 Variables & Constants | 19 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/loaders/LUT3dlLoader.js
📦 Imports¶
Name | Source |
---|---|
ClampToEdgeWrapping |
three |
Data3DTexture |
three |
FileLoader |
three |
LinearFilter |
three |
Loader |
three |
RGBAFormat |
three |
UnsignedByteType |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
loader |
any |
let/var | new FileLoader( this.manager ) |
✗ |
regExpGridInfo |
RegExp |
let/var | /^[\d ]+$/m |
✗ |
regExpDataPoints |
RegExp |
let/var | /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm |
✗ |
gridStep |
number |
let/var | gridLines[ 1 ] - gridLines[ 0 ] |
✗ |
size |
number |
let/var | gridLines.length |
✗ |
sizeSq |
number |
let/var | size ** 2 |
✗ |
dataFloat |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( size ** 3 * 4 ) |
✗ |
maxValue |
number |
let/var | 0.0 |
✗ |
index |
number |
let/var | 0 |
✗ |
bLayer |
number |
let/var | index % size |
✗ |
gLayer |
number |
let/var | Math.floor( index / size ) % size |
✗ |
rLayer |
number |
let/var | Math.floor( index / ( sizeSq ) ) % size |
✗ |
d4 |
number |
let/var | ( bLayer * sizeSq + gLayer * size + rLayer ) * 4 |
✗ |
data |
Float32Array<ArrayBuffer> \| Uint8Arr... |
let/var | this.type === UnsignedByteType ? new Uint8Array( dataFloat.length ) : dataFloat |
✗ |
scale |
1 \| 255 |
let/var | this.type === UnsignedByteType ? 255 : 1 |
✗ |
i1 |
number |
let/var | i + 1 |
✗ |
i2 |
number |
let/var | i + 2 |
✗ |
i3 |
number |
let/var | i + 3 |
✗ |
texture3D |
any |
let/var | new Data3DTexture() |
✗ |
Functions¶
LUT3dlLoader.setType(type: any): LUT3dlLoader
¶
JSDoc:
/**
* Sets the texture type.
*
* @param {(UnsignedByteType|FloatType)} type - The texture type to set.
* @return {LUT3dlLoader} A reference to this loader.
*/
Parameters:
type
any
Returns: LUT3dlLoader
LUT3dlLoader.load(url: string, onLoad: (arg0: { size: number; texture3D: Data3DTexture; }) => any, onProgress: onProgressCallback, onError: onErrorCallback): void
¶
JSDoc:
/**
* 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.
*/
Parameters:
url
string
onLoad
(arg0: { size: number; texture3D: Data3DTexture; }) => any
onProgress
onProgressCallback
onError
onErrorCallback
Returns: void
Calls:
loader.setPath
loader.setResponseType
loader.load
onLoad
this.parse
onError
console.error
this.manager.itemError
Code
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 );
}
LUT3dlLoader.parse(input: string): { size: number; texture3D: Data3DTexture; }
¶
JSDoc:
/**
* 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.
*/
Parameters:
input
string
Returns: { size: number; texture3D: Data3DTexture; }
Calls:
regExpGridInfo.exec
result[ 0 ].trim().split( /\s+/g ).map
regExpDataPoints.exec
Number
Math.max
Math.floor
Math.ceil
Math.log2
Math.pow
Internal Comments:
// The first line describes the positions of values on the LUT grid. (x2)
// b grows first, then g, then r. (x2)
// Determine the bit depth to scale the values to [0.0, 1.0]. (x2)
// Note: data is dataFloat when type is FloatType. (x4)
Code
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,
};
}
Classes¶
LUT3dlLoader
¶
Class Code
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,
};
}
}
Methods¶
setType(type: any): LUT3dlLoader
¶
load(url: string, onLoad: (arg0: { size: number; texture3D: Data3DTexture; }) => any, onProgress: onProgressCallback, onError: onErrorCallback): void
¶
Code
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 );
}
parse(input: string): { size: number; texture3D: Data3DTexture; }
¶
Code
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,
};
}