three.js 源码诠释(八十九)extras/ImageUtils.js
three.js 源码注释(八十九)extras/ImageUtils.js
商域无疆 (http://blog.****.net/omni360/)
本文遵循“署名-非商业用途-保持一致”创作公用协议
转载请保留此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联设备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章拒绝转载或再转载,谢谢合作。
俺也是刚开始学,好多地儿肯定不对还请见谅.
以下代码是THREE.JS 源码文件中extras/ImageUtils.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author Daosheng Mu / https://github.com/DaoshengMu/ */ /************************************************************** * ImageUtils image对象的工具集,更方便的加载图片的辅助类. **************************************************************/ THREE.ImageUtils = { crossOrigin: undefined, //跨域加载图片. /* ///loadTexture加载url指定的位置的图片资源,并创建纹理,返回纹理对象. */ ///<summary>loadTexture</summary> ///<param name ="url" type="URLString">图像资源定位符</param> ///<param name ="mapping" type="Number">映射模式,可用常量参考下面注释</param> ///<param name ="onLoad" type="CallbackFunction">回调函数</param> ///<param name ="onError" type="CallbackFunction">回调函数</param> ///<returns type="THREE.Texture">返回创建的纹理对象.</returns> loadTexture: function ( url, mapping, onLoad, onError ) { //创建图片加载器. var loader = new THREE.ImageLoader(); loader.crossOrigin = this.crossOrigin; var texture = new THREE.Texture( undefined, mapping ); //创建纹理对象 //从图像资源定位符加载指定的图片. loader.load( url, function ( image ) { texture.image = image; texture.needsUpdate = true; //当设置为true时,标记文理已经更新 if ( onLoad ) onLoad( texture ); //如果有回调函数,执行回调函数 }, undefined, function ( event ) { if ( onError ) onError( event ); } ); texture.sourceFile = url; //源文件位置. return texture; //返回创建的纹理对象 }, /* ///loadTextureCube加载url数组中指定的位置的图片资源,并创建纹理,返回立方体纹理对象. */ ///<summary>loadTextureCube</summary> ///<param name ="array" type="URLStringArray">图像资源定位符数组</param> ///<param name ="mapping" type="Number">映射模式,可用常量参考下面注释</param> ///<param name ="onLoad" type="CallbackFunction">回调函数</param> ///<param name ="onError" type="CallbackFunction">回调函数</param> ///<returns type="THREE.Texture">返回立方体纹理对象.</returns> loadTextureCube: function ( array, mapping, onLoad, onError ) { var images = []; var loader = new THREE.ImageLoader(); loader.crossOrigin = this.crossOrigin; var texture = new THREE.CubeTexture( images, mapping ); //创建立方体纹理对象 // no flipping needed for cube textures texture.flipY = false; var loaded = 0; var loadTexture = function ( i ) { loader.load( array[ i ], function ( image ) { texture.images[ i ] = image; loaded += 1; if ( loaded === 6 ) { texture.needsUpdate = true; if ( onLoad ) onLoad( texture ); } } ); } for ( var i = 0, il = array.length; i < il; ++ i ) { //遍历数组中的图片资源 loadTexture( i ); //一一加载并创建纹理对象. } return texture; //返回立方体纹理对象 }, /* ///loadCompressedTexture加载压缩纹理对象,该方法已经被删除,这里保留为了向后兼容,使用THREE.DDSLoader替换. */ ///<summary>loadCompressedTexture</summary> loadCompressedTexture: function () { console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ) }, /* ///loadCompressedTextureCube加载压缩的立方体纹理对象,该方法已经被删除,这里保留为了向后兼容,使用THREE.DDSLoader替换. */ ///<summary>loadCompressedTextureCube</summary> loadCompressedTextureCube: function () { console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ) }, /* ///getNormalMap通过参数image(图像对象),参数(深度信息),获得法线贴图. ///法线贴图(Normal mapping)在三维计算机图形学中,是凸凹贴图(Bump mapping)技术的一种应用,法线贴图有时也称为“Dot3(仿立體) ///凸凹纹理贴图”。凸凹与纹理贴图通常是在现有的模型法线添加扰动不同,法线贴图要完全更新法线。与凸凹贴图类似的是,它也是用来在 ///不增加多边形的情况下在浓淡效果中添加细节。但是凸凹贴图通常根据一个单独的灰度图像通道进行计算,而法线贴图的数据源图像通常是 ///从更加细致版本的物体得到的多通道图像,即红、绿、蓝通道都是作为一个单独的颜色对待。 */ ///<summary>getNormalMap</summary> ///<param name ="image" type="Image">图像对象</param> ///<param name ="depth" type="float">深度信息0.0-1.0</param> ///<returns type="THREE.Texture">返回法线贴图.</returns> getNormalMap: function ( image, depth ) { // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ var cross = function ( a, b ) { return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; } var subtract = function ( a, b ) { return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; } /* ///normalize方法将返回向量的长度为1(只读). /// 复习一下初中的几何吧,三角恒等式,给你准备好了 :) ,见维基百科: /// http://zh.wikipedia.org/wiki/%E4%B8%89%E8%A7%92%E5%87%BD%E6%95%B0#.E4.B8.89.E8.A7.92.E6.81.92.E7.AD.89.E5.BC.8F */ ///<summary>normalize</summary> ///<returns type="number">返回向量的长度为1(只读)</returns> var normalize = function ( a ) { var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; } depth = depth | 1; var width = image.width; var height = image.height; var canvas = document.createElement( 'canvas' ); canvas.width = width; canvas.height = height; var context = canvas.getContext( '2d' ); context.drawImage( image, 0, 0 ); var data = context.getImageData( 0, 0, width, height ).data; var imageData = context.createImageData( width, height ); var output = imageData.data; for ( var x = 0; x < width; x ++ ) { for ( var y = 0; y < height; y ++ ) { var ly = y - 1 < 0 ? 0 : y - 1; var uy = y + 1 > height - 1 ? height - 1 : y + 1; var lx = x - 1 < 0 ? 0 : x - 1; var ux = x + 1 > width - 1 ? width - 1 : x + 1; var points = []; var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); var normals = []; var num_points = points.length; for ( var i = 0; i < num_points; i ++ ) { var v1 = points[ i ]; var v2 = points[ ( i + 1 ) % num_points ]; v1 = subtract( v1, origin ); v2 = subtract( v2, origin ); normals.push( normalize( cross( v1, v2 ) ) ); } var normal = [ 0, 0, 0 ]; for ( var i = 0; i < normals.length; i ++ ) { normal[ 0 ] += normals[ i ][ 0 ]; normal[ 1 ] += normals[ i ][ 1 ]; normal[ 2 ] += normals[ i ][ 2 ]; } normal[ 0 ] /= normals.length; normal[ 1 ] /= normals.length; normal[ 2 ] /= normals.length; var idx = ( y * width + x ) * 4; output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0; output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; output[ idx + 3 ] = 255; } } context.putImageData( imageData, 0, 0 ); return canvas; //返回法线贴图. }, /* ///generateDataTexture类生成DataTexture对象使用的图像数据. */ ///<summary>DataTexture</summary> ///<param name ="width" type="Number">图像宽度</param> ///<param name ="height" type="Number">图像高度</param> ///<param name ="color" type="Color">颜色</param> generateDataTexture: function ( width, height, color ) { var size = width * height; var data = new Uint8Array( 3 * size ); //创建8位无符号整数数组,数组长度是高乘宽的3倍. var r = Math.floor( color.r * 255 ); // var g = Math.floor( color.g * 255 ); var b = Math.floor( color.b * 255 ); for ( var i = 0; i < size; i ++ ) { data[ i * 3 ] = r; data[ i * 3 + 1 ] = g; data[ i * 3 + 2 ] = b; } var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); //创建基于图像数据的反射或者折射纹理贴图. texture.needsUpdate = true; //标记纹理需要更新. return texture; //返回纹理对象. } };
商域无疆 (http://blog.****.net/omni360/)
本文遵循“署名-非商业用途-保持一致”创作公用协议
转载请保留此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联设备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章拒绝转载或再转载,谢谢合作。
以下代码是THREE.JS 源码文件中extras/ImageUtils.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode