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webgl_loader_texture_rgbm.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - RGBM texture loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl RGBM texture loader example
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { RGBMLoader } from 'three/addons/loaders/RGBMLoader.js';
const params = {
exposure: 2.0
};
let renderer, scene, camera;
init();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.toneMappingExposure = params.exposure;
renderer.outputEncoding = THREE.sRGBEncoding;
scene = new THREE.Scene();
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 1 );
new RGBMLoader().setMaxRange( 16 ).load( 'textures/memorial.png', function ( texture ) {
const material = new THREE.MeshBasicMaterial( { map: texture } );
const quad = new THREE.PlaneGeometry( 1, 1.5 );
const mesh = new THREE.Mesh( quad, material );
scene.add( mesh );
render();
} );
//
const gui = new GUI();
gui.add( params, 'exposure', 0, 4, 0.01 ).onChange( render );
gui.open();
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const aspect = window.innerWidth / window.innerHeight;
const frustumHeight = camera.top - camera.bottom;
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
//
function render() {
renderer.toneMappingExposure = params.exposure;
renderer.render( scene, camera );
}
</script>
</body>
</html>