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/** | ||
* hdrpng.js - Original code from Enki https://enkimute.github.io/hdrpng.js/ | ||
* | ||
* Refactored and simplified. | ||
*/ | ||
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||
function HDRImage() { | ||
var res = document.createElement('canvas'), HDRsrc='t',HDRdata=null; | ||
res.__defineGetter__('dataFloat',function(){ return rgbeToFloat(HDRdata); }); | ||
res.__defineGetter__('dataRGBE',function(){ return HDRdata; }); | ||
res.__defineSetter__('src',function(val){ | ||
HDRsrc=val; | ||
if (val.match(/\.hdr$/i)) loadHDR(val,function(img, width, height) { | ||
HDRdata = img; | ||
this.width = this.style.width = width; | ||
this.height = this.style.height = height; | ||
this.onload && this.onload(); | ||
}.bind(res)); | ||
}); | ||
return res; | ||
} | ||
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function m(a,b) { | ||
for (var i in b) a[i]=b[i]; | ||
return a; | ||
} | ||
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/** | ||
* Load and parse a Radiance .HDR file. It completes with a 32bit RGBE buffer. | ||
* @param {URL} url location of .HDR file to load. | ||
* @param {function} completion completion callback. | ||
* | ||
* @returns {XMLHttpRequest} the XMLHttpRequest used to download the file. | ||
*/ | ||
function loadHDR(url, completion ) { | ||
var req = m(new XMLHttpRequest(),{responseType:"arraybuffer"}); | ||
req.onerror = completion.bind(req,false); | ||
req.onload = function() { | ||
if (this.status>=400) return this.onerror(); | ||
var header='',pos=0,d8=new Uint8Array(this.response),format; | ||
// read header. | ||
while (!header.match(/\n\n[^\n]+\n/g)) header += String.fromCharCode(d8[pos++]); | ||
// check format. | ||
format = header.match(/FORMAT=(.*)$/m)[1]; | ||
if (format!='32-bit_rle_rgbe') return console.warn('unknown format : '+format),this.onerror(); | ||
// parse resolution | ||
var rez=header.split(/\n/).reverse()[1].split(' '), width=rez[3]*1, height=rez[1]*1; | ||
// Create image. | ||
var img=new Uint8Array(width*height*4),ipos=0; | ||
// Read all scanlines | ||
for (var j=0; j<height; j++) { | ||
var scanline = []; | ||
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var rgbe = d8.slice(pos, pos+=4); | ||
const isNewRLE = (rgbe[0] == 2 && rgbe[1] == 2 && rgbe[2] == ((width >> 8) & 0xFF) && rgbe[3] == (width & 0xFF)); | ||
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if (isNewRLE && (width >= 8) && (width < 32768)) | ||
{ | ||
for (var i=0; i < 4; i++) | ||
{ | ||
var ptr = i*width, ptr_end = (i+1)*width, buf, count; | ||
while (ptr<ptr_end) | ||
{ | ||
buf = d8.slice(pos, pos+=2); | ||
if (buf[0] > 128) | ||
{ | ||
count = buf[0]-128; | ||
while(count-- > 0) scanline[ptr++] = buf[1]; | ||
} | ||
else | ||
{ | ||
count = buf[0]-1; | ||
scanline[ptr++]=buf[1]; | ||
while(count-- > 0) scanline[ptr++] = d8[pos++]; | ||
} | ||
} | ||
} | ||
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for (var i=0;i<width;i++) | ||
{ | ||
img[ipos++] = scanline[i+0*width]; | ||
img[ipos++] = scanline[i+1*width]; | ||
img[ipos++] = scanline[i+2*width]; | ||
img[ipos++] = scanline[i+3*width]; | ||
} | ||
} | ||
else | ||
{ | ||
pos -= 4; | ||
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for (var i = 0; i < width; i++) | ||
{ | ||
rgbe = d8.slice(pos, pos += 4); | ||
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img[ipos++] = rgbe[0]; | ||
img[ipos++] = rgbe[1]; | ||
img[ipos++] = rgbe[2]; | ||
img[ipos++] = rgbe[3]; | ||
} | ||
} | ||
} | ||
completion && completion(img,width,height); | ||
} | ||
req.open("GET",url,true); | ||
req.send(null); | ||
return req; | ||
} | ||
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/** Convert a float buffer to a RGBE buffer. | ||
* @param {Float32Array} buffer Floating point input buffer (96 bits/pixel). | ||
* @param {Uint8Array} [res] Optional output buffer with 32 bit RGBE per pixel. | ||
* | ||
* @returns {Uint8Array} A 32bit uint8 array in RGBE | ||
*/ | ||
function floatToRgbe(buffer, res) { | ||
var r,g,b,v,s,l=(buffer.byteLength/12)|0, res=res||new Uint8Array(l*4); | ||
for (var i=0; i<l; i++) { | ||
r = buffer[i*3]; | ||
g = buffer[i*3+1]; | ||
b = buffer[i*3+2]; | ||
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v = Math.max(Math.max(r,g),b); | ||
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var e = Math.ceil(Math.log2(v)); | ||
s = Math.pow(2,e-8); | ||
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res[i*4] = (r/s)|0; | ||
res[i*4+1] = (g/s)|0; | ||
res[i*4+2] = (b/s)|0; | ||
res[i*4+3] = (e+128); | ||
} | ||
return res; | ||
} | ||
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/** Convert an RGBE buffer to a Float buffer. | ||
* @param {Uint8Array} buffer The input buffer in RGBE format. (as returned from loadHDR) | ||
* @param {Float32Array} [res] Optional result buffer containing 3 floats per pixel. | ||
* | ||
* @returns {Float32Array} A floating point buffer with 96 bits per pixel (32 per channel, 3 channels). | ||
*/ | ||
function rgbeToFloat(buffer, res) { | ||
var s,l=buffer.byteLength>>2, res=res||new Float32Array(l*3); | ||
for (var i=0; i<l; i++) { | ||
s = Math.pow(2,buffer[i*4+3]-(128+8)); | ||
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res[i*3] = buffer[i*4]*s; | ||
res[i*3+1] = buffer[i*4+1]*s; | ||
res[i*3+2] = buffer[i*4+2]*s; | ||
} | ||
return res; | ||
} | ||
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// Float/RGBE conversions. | ||
HDRImage.floatToRgbe = floatToRgbe; | ||
HDRImage.rgbeToFloat = rgbeToFloat; | ||
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window.HDRImage = HDRImage; |
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