three-gpu-pathtracer 0.0.5 → 0.0.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (42) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +781 -728
  3. package/build/index.module.js +5223 -3956
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +5226 -3954
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +68 -60
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -111
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +255 -255
  11. package/src/core/PathTracingSceneGenerator.js +68 -68
  12. package/src/index.js +33 -26
  13. package/src/materials/AlphaDisplayMaterial.js +48 -48
  14. package/src/materials/AmbientOcclusionMaterial.js +197 -197
  15. package/src/materials/BlendMaterial.js +67 -67
  16. package/src/materials/LambertPathTracingMaterial.js +285 -285
  17. package/src/materials/MaterialBase.js +56 -56
  18. package/src/materials/PhysicalPathTracingMaterial.js +922 -848
  19. package/src/{core → objects}/EquirectCamera.js +13 -13
  20. package/src/{core → objects}/PhysicalCamera.js +28 -28
  21. package/src/objects/PhysicalSpotLight.js +14 -0
  22. package/src/objects/ShapedAreaLight.js +12 -0
  23. package/src/shader/shaderEnvMapSampling.js +59 -59
  24. package/src/shader/shaderGGXFunctions.js +108 -108
  25. package/src/shader/shaderIridescenceFunctions.js +130 -0
  26. package/src/shader/shaderLightSampling.js +231 -87
  27. package/src/shader/shaderMaterialSampling.js +546 -501
  28. package/src/shader/shaderSheenFunctions.js +98 -0
  29. package/src/shader/shaderStructs.js +307 -191
  30. package/src/shader/shaderUtils.js +350 -287
  31. package/src/uniforms/EquirectHdrInfoUniform.js +259 -263
  32. package/src/uniforms/IESProfilesTexture.js +100 -0
  33. package/src/uniforms/LightsInfoUniformStruct.js +162 -0
  34. package/src/uniforms/MaterialsTexture.js +406 -319
  35. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  36. package/src/uniforms/RenderTarget2DArray.js +93 -93
  37. package/src/utils/BlurredEnvMapGenerator.js +113 -113
  38. package/src/utils/GeometryPreparationUtils.js +194 -194
  39. package/src/utils/IESLoader.js +325 -0
  40. package/src/utils/UVUnwrapper.js +101 -101
  41. package/src/workers/PathTracingSceneWorker.js +42 -41
  42. package/src/uniforms/LightsTexture.js +0 -83
@@ -1,194 +1,194 @@
1
- import { BufferAttribute } from 'three';
2
- import { mergeBufferGeometries, mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
- export function getGroupMaterialIndicesAttribute( geometry, materials, allMaterials ) {
4
-
5
- const indexAttr = geometry.index;
6
- const posAttr = geometry.attributes.position;
7
- const vertCount = posAttr.count;
8
- const materialArray = new Uint8Array( vertCount );
9
- const totalCount = indexAttr ? indexAttr.count : vertCount;
10
- let groups = geometry.groups;
11
- if ( groups.length === 0 ) {
12
-
13
- groups = [ { count: totalCount, start: 0, materialIndex: 0 } ];
14
-
15
- }
16
-
17
- for ( let i = 0; i < groups.length; i ++ ) {
18
-
19
- const group = groups[ i ];
20
- const start = group.start;
21
- const count = group.count;
22
- const endCount = Math.min( count, totalCount - start );
23
-
24
- const mat = Array.isArray( materials ) ? materials[ group.materialIndex ] : materials;
25
- const materialIndex = allMaterials.indexOf( mat );
26
-
27
- for ( let j = 0; j < endCount; j ++ ) {
28
-
29
- let index = start + j;
30
- if ( indexAttr ) {
31
-
32
- index = indexAttr.getX( index );
33
-
34
- }
35
-
36
- materialArray[ index ] = materialIndex;
37
-
38
- }
39
-
40
- }
41
-
42
- return new BufferAttribute( materialArray, 1, false );
43
-
44
- }
45
-
46
- export function trimToAttributes( geometry, attributes ) {
47
-
48
- // trim any unneeded attributes
49
- if ( attributes ) {
50
-
51
- for ( const key in geometry.attributes ) {
52
-
53
- if ( ! attributes.includes( key ) ) {
54
-
55
- geometry.deleteAttribute( key );
56
-
57
- }
58
-
59
- }
60
-
61
- }
62
-
63
- }
64
-
65
- export function setCommonAttributes( geometry, options ) {
66
-
67
- const { attributes = [], normalMapRequired = false } = options;
68
-
69
- if ( ! geometry.attributes.normal && ( attributes && attributes.includes( 'normal' ) ) ) {
70
-
71
- geometry.computeVertexNormals();
72
-
73
- }
74
-
75
- if ( ! geometry.attributes.uv && ( attributes && attributes.includes( 'uv' ) ) ) {
76
-
77
- const vertCount = geometry.attributes.position.count;
78
- geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( vertCount * 2 ), 2, false ) );
79
-
80
- }
81
-
82
- if ( ! geometry.attributes.tangent && ( attributes && attributes.includes( 'tangent' ) ) ) {
83
-
84
- if ( normalMapRequired ) {
85
-
86
- // computeTangents requires an index buffer
87
- if ( geometry.index === null ) {
88
-
89
- geometry = mergeVertices( geometry );
90
-
91
- }
92
-
93
- geometry.computeTangents();
94
-
95
- } else {
96
-
97
- const vertCount = geometry.attributes.position.count;
98
- geometry.setAttribute( 'tangent', new BufferAttribute( new Float32Array( vertCount * 4 ), 4, false ) );
99
-
100
- }
101
-
102
- }
103
-
104
- if ( ! geometry.index ) {
105
-
106
- // TODO: compute a typed array
107
- const indexCount = geometry.attributes.position.count;
108
- const array = new Array( indexCount );
109
- for ( let i = 0; i < indexCount; i ++ ) {
110
-
111
- array[ i ] = i;
112
-
113
- }
114
-
115
- geometry.setIndex( array );
116
-
117
- }
118
-
119
- }
120
-
121
- export function mergeMeshes( meshes, options = {} ) {
122
-
123
- options = { attributes: null, cloneGeometry: true, ...options };
124
-
125
- const transformedGeometry = [];
126
- const materialSet = new Set();
127
- for ( let i = 0, l = meshes.length; i < l; i ++ ) {
128
-
129
- // save any materials
130
- const mesh = meshes[ i ];
131
- if ( mesh.visible === false ) continue;
132
-
133
- if ( Array.isArray( mesh.material ) ) {
134
-
135
- mesh.material.forEach( m => materialSet.add( m ) );
136
-
137
- } else {
138
-
139
- materialSet.add( mesh.material );
140
-
141
- }
142
-
143
- }
144
-
145
- const materials = Array.from( materialSet );
146
- for ( let i = 0, l = meshes.length; i < l; i ++ ) {
147
-
148
- // ensure the matrix world is up to date
149
- const mesh = meshes[ i ];
150
- if ( mesh.visible === false ) continue;
151
-
152
- mesh.updateMatrixWorld();
153
-
154
- // apply the matrix world to the geometry
155
- const originalGeometry = meshes[ i ].geometry;
156
- const geometry = options.cloneGeometry ? originalGeometry.clone() : originalGeometry;
157
- geometry.applyMatrix4( mesh.matrixWorld );
158
-
159
- // ensure our geometry has common attributes
160
- setCommonAttributes( geometry, {
161
- attributes: options.attributes,
162
- normalMapRequired: ! ! mesh.material.normalMap,
163
- } );
164
- trimToAttributes( geometry, options.attributes );
165
-
166
- // create the material index attribute
167
- const materialIndexAttribute = getGroupMaterialIndicesAttribute( geometry, mesh.material, materials );
168
- geometry.setAttribute( 'materialIndex', materialIndexAttribute );
169
-
170
- transformedGeometry.push( geometry );
171
-
172
- }
173
-
174
- const textureSet = new Set();
175
- materials.forEach( material => {
176
-
177
- for ( const key in material ) {
178
-
179
- const value = material[ key ];
180
- if ( value && value.isTexture ) {
181
-
182
- textureSet.add( value );
183
-
184
- }
185
-
186
- }
187
-
188
- } );
189
-
190
- const geometry = mergeBufferGeometries( transformedGeometry, false );
191
- const textures = Array.from( textureSet );
192
- return { geometry, materials, textures };
193
-
194
- }
1
+ import { BufferAttribute } from 'three';
2
+ import { mergeBufferGeometries, mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
+ export function getGroupMaterialIndicesAttribute( geometry, materials, allMaterials ) {
4
+
5
+ const indexAttr = geometry.index;
6
+ const posAttr = geometry.attributes.position;
7
+ const vertCount = posAttr.count;
8
+ const materialArray = new Uint8Array( vertCount );
9
+ const totalCount = indexAttr ? indexAttr.count : vertCount;
10
+ let groups = geometry.groups;
11
+ if ( groups.length === 0 ) {
12
+
13
+ groups = [ { count: totalCount, start: 0, materialIndex: 0 } ];
14
+
15
+ }
16
+
17
+ for ( let i = 0; i < groups.length; i ++ ) {
18
+
19
+ const group = groups[ i ];
20
+ const start = group.start;
21
+ const count = group.count;
22
+ const endCount = Math.min( count, totalCount - start );
23
+
24
+ const mat = Array.isArray( materials ) ? materials[ group.materialIndex ] : materials;
25
+ const materialIndex = allMaterials.indexOf( mat );
26
+
27
+ for ( let j = 0; j < endCount; j ++ ) {
28
+
29
+ let index = start + j;
30
+ if ( indexAttr ) {
31
+
32
+ index = indexAttr.getX( index );
33
+
34
+ }
35
+
36
+ materialArray[ index ] = materialIndex;
37
+
38
+ }
39
+
40
+ }
41
+
42
+ return new BufferAttribute( materialArray, 1, false );
43
+
44
+ }
45
+
46
+ export function trimToAttributes( geometry, attributes ) {
47
+
48
+ // trim any unneeded attributes
49
+ if ( attributes ) {
50
+
51
+ for ( const key in geometry.attributes ) {
52
+
53
+ if ( ! attributes.includes( key ) ) {
54
+
55
+ geometry.deleteAttribute( key );
56
+
57
+ }
58
+
59
+ }
60
+
61
+ }
62
+
63
+ }
64
+
65
+ export function setCommonAttributes( geometry, options ) {
66
+
67
+ const { attributes = [], normalMapRequired = false } = options;
68
+
69
+ if ( ! geometry.attributes.normal && ( attributes && attributes.includes( 'normal' ) ) ) {
70
+
71
+ geometry.computeVertexNormals();
72
+
73
+ }
74
+
75
+ if ( ! geometry.attributes.uv && ( attributes && attributes.includes( 'uv' ) ) ) {
76
+
77
+ const vertCount = geometry.attributes.position.count;
78
+ geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( vertCount * 2 ), 2, false ) );
79
+
80
+ }
81
+
82
+ if ( ! geometry.attributes.tangent && ( attributes && attributes.includes( 'tangent' ) ) ) {
83
+
84
+ if ( normalMapRequired ) {
85
+
86
+ // computeTangents requires an index buffer
87
+ if ( geometry.index === null ) {
88
+
89
+ geometry = mergeVertices( geometry );
90
+
91
+ }
92
+
93
+ geometry.computeTangents();
94
+
95
+ } else {
96
+
97
+ const vertCount = geometry.attributes.position.count;
98
+ geometry.setAttribute( 'tangent', new BufferAttribute( new Float32Array( vertCount * 4 ), 4, false ) );
99
+
100
+ }
101
+
102
+ }
103
+
104
+ if ( ! geometry.index ) {
105
+
106
+ // TODO: compute a typed array
107
+ const indexCount = geometry.attributes.position.count;
108
+ const array = new Array( indexCount );
109
+ for ( let i = 0; i < indexCount; i ++ ) {
110
+
111
+ array[ i ] = i;
112
+
113
+ }
114
+
115
+ geometry.setIndex( array );
116
+
117
+ }
118
+
119
+ }
120
+
121
+ export function mergeMeshes( meshes, options = {} ) {
122
+
123
+ options = { attributes: null, cloneGeometry: true, ...options };
124
+
125
+ const transformedGeometry = [];
126
+ const materialSet = new Set();
127
+ for ( let i = 0, l = meshes.length; i < l; i ++ ) {
128
+
129
+ // save any materials
130
+ const mesh = meshes[ i ];
131
+ if ( mesh.visible === false ) continue;
132
+
133
+ if ( Array.isArray( mesh.material ) ) {
134
+
135
+ mesh.material.forEach( m => materialSet.add( m ) );
136
+
137
+ } else {
138
+
139
+ materialSet.add( mesh.material );
140
+
141
+ }
142
+
143
+ }
144
+
145
+ const materials = Array.from( materialSet );
146
+ for ( let i = 0, l = meshes.length; i < l; i ++ ) {
147
+
148
+ // ensure the matrix world is up to date
149
+ const mesh = meshes[ i ];
150
+ if ( mesh.visible === false ) continue;
151
+
152
+ mesh.updateMatrixWorld();
153
+
154
+ // apply the matrix world to the geometry
155
+ const originalGeometry = meshes[ i ].geometry;
156
+ const geometry = options.cloneGeometry ? originalGeometry.clone() : originalGeometry;
157
+ geometry.applyMatrix4( mesh.matrixWorld );
158
+
159
+ // ensure our geometry has common attributes
160
+ setCommonAttributes( geometry, {
161
+ attributes: options.attributes,
162
+ normalMapRequired: ! ! mesh.material.normalMap,
163
+ } );
164
+ trimToAttributes( geometry, options.attributes );
165
+
166
+ // create the material index attribute
167
+ const materialIndexAttribute = getGroupMaterialIndicesAttribute( geometry, mesh.material, materials );
168
+ geometry.setAttribute( 'materialIndex', materialIndexAttribute );
169
+
170
+ transformedGeometry.push( geometry );
171
+
172
+ }
173
+
174
+ const textureSet = new Set();
175
+ materials.forEach( material => {
176
+
177
+ for ( const key in material ) {
178
+
179
+ const value = material[ key ];
180
+ if ( value && value.isTexture ) {
181
+
182
+ textureSet.add( value );
183
+
184
+ }
185
+
186
+ }
187
+
188
+ } );
189
+
190
+ const geometry = mergeBufferGeometries( transformedGeometry, false );
191
+ const textures = Array.from( textureSet );
192
+ return { geometry, materials, textures };
193
+
194
+ }
@@ -0,0 +1,325 @@
1
+ import {
2
+ DataTexture,
3
+ FileLoader,
4
+ FloatType,
5
+ LinearFilter,
6
+ RedFormat,
7
+ MathUtils,
8
+ Loader,
9
+ } from 'three';
10
+
11
+ function IESLamp( text ) {
12
+
13
+ const _self = this;
14
+
15
+ const textArray = text.split( '\n' );
16
+
17
+ let lineNumber = 0;
18
+ let line;
19
+
20
+ _self.verAngles = [ ];
21
+ _self.horAngles = [ ];
22
+
23
+ _self.candelaValues = [ ];
24
+
25
+ _self.tiltData = { };
26
+ _self.tiltData.angles = [ ];
27
+ _self.tiltData.mulFactors = [ ];
28
+
29
+ function textToArray( text ) {
30
+
31
+ text = text.replace( /^\s+|\s+$/g, '' ); // remove leading or trailing spaces
32
+ text = text.replace( /,/g, ' ' ); // replace commas with spaces
33
+ text = text.replace( /\s\s+/g, ' ' ); // replace white space/tabs etc by single whitespace
34
+
35
+ const array = text.split( ' ' );
36
+
37
+ return array;
38
+
39
+ }
40
+
41
+ function readArray( count, array ) {
42
+
43
+ while ( true ) {
44
+
45
+ const line = textArray[ lineNumber ++ ];
46
+ const lineData = textToArray( line );
47
+
48
+ for ( let i = 0; i < lineData.length; ++ i ) {
49
+
50
+ array.push( Number( lineData[ i ] ) );
51
+
52
+ }
53
+
54
+ if ( array.length === count )
55
+ break;
56
+
57
+ }
58
+
59
+ }
60
+
61
+ function readTilt() {
62
+
63
+ let line = textArray[ lineNumber ++ ];
64
+ let lineData = textToArray( line );
65
+
66
+ _self.tiltData.lampToLumGeometry = Number( lineData[ 0 ] );
67
+
68
+ line = textArray[ lineNumber ++ ];
69
+ lineData = textToArray( line );
70
+
71
+ _self.tiltData.numAngles = Number( lineData[ 0 ] );
72
+
73
+ readArray( _self.tiltData.numAngles, _self.tiltData.angles );
74
+ readArray( _self.tiltData.numAngles, _self.tiltData.mulFactors );
75
+
76
+ }
77
+
78
+ function readLampValues() {
79
+
80
+ const values = [ ];
81
+ readArray( 10, values );
82
+
83
+ _self.count = Number( values[ 0 ] );
84
+ _self.lumens = Number( values[ 1 ] );
85
+ _self.multiplier = Number( values[ 2 ] );
86
+ _self.numVerAngles = Number( values[ 3 ] );
87
+ _self.numHorAngles = Number( values[ 4 ] );
88
+ _self.gonioType = Number( values[ 5 ] );
89
+ _self.units = Number( values[ 6 ] );
90
+ _self.width = Number( values[ 7 ] );
91
+ _self.length = Number( values[ 8 ] );
92
+ _self.height = Number( values[ 9 ] );
93
+
94
+ }
95
+
96
+ function readLampFactors() {
97
+
98
+ const values = [ ];
99
+ readArray( 3, values );
100
+
101
+ _self.ballFactor = Number( values[ 0 ] );
102
+ _self.blpFactor = Number( values[ 1 ] );
103
+ _self.inputWatts = Number( values[ 2 ] );
104
+
105
+ }
106
+
107
+ while ( true ) {
108
+
109
+ line = textArray[ lineNumber ++ ];
110
+
111
+ if ( line.includes( 'TILT' ) ) {
112
+
113
+ break;
114
+
115
+ }
116
+
117
+ }
118
+
119
+ if ( ! line.includes( 'NONE' ) ) {
120
+
121
+ if ( line.includes( 'INCLUDE' ) ) {
122
+
123
+ readTilt();
124
+
125
+ } else {
126
+
127
+ // TODO:: Read tilt data from a file
128
+
129
+ }
130
+
131
+ }
132
+
133
+ readLampValues();
134
+
135
+ readLampFactors();
136
+
137
+ // Initialize candela value array
138
+ for ( let i = 0; i < _self.numHorAngles; ++ i ) {
139
+
140
+ _self.candelaValues.push( [ ] );
141
+
142
+ }
143
+
144
+ // Parse Angles
145
+ readArray( _self.numVerAngles, _self.verAngles );
146
+ readArray( _self.numHorAngles, _self.horAngles );
147
+
148
+ // Parse Candela values
149
+ for ( let i = 0; i < _self.numHorAngles; ++ i ) {
150
+
151
+ readArray( _self.numVerAngles, _self.candelaValues[ i ] );
152
+
153
+ }
154
+
155
+ // Calculate actual candela values, and normalize.
156
+ for ( let i = 0; i < _self.numHorAngles; ++ i ) {
157
+
158
+ for ( let j = 0; j < _self.numVerAngles; ++ j ) {
159
+
160
+ _self.candelaValues[ i ][ j ] *= _self.candelaValues[ i ][ j ] * _self.multiplier
161
+ * _self.ballFactor * _self.blpFactor;
162
+
163
+ }
164
+
165
+ }
166
+
167
+ let maxVal = - 1;
168
+ for ( let i = 0; i < _self.numHorAngles; ++ i ) {
169
+
170
+ for ( let j = 0; j < _self.numVerAngles; ++ j ) {
171
+
172
+ const value = _self.candelaValues[ i ][ j ];
173
+ maxVal = maxVal < value ? value : maxVal;
174
+
175
+ }
176
+
177
+ }
178
+
179
+ const bNormalize = true;
180
+ if ( bNormalize && maxVal > 0 ) {
181
+
182
+ for ( let i = 0; i < _self.numHorAngles; ++ i ) {
183
+
184
+ for ( let j = 0; j < _self.numVerAngles; ++ j ) {
185
+
186
+ _self.candelaValues[ i ][ j ] /= maxVal;
187
+
188
+ }
189
+
190
+ }
191
+
192
+ }
193
+
194
+ }
195
+
196
+ export class IESLoader extends Loader {
197
+
198
+ _getIESValues( iesLamp ) {
199
+
200
+ const width = 360;
201
+ const height = 180;
202
+ const size = width * height;
203
+
204
+ const data = new Float32Array( size );
205
+
206
+ function interpolateCandelaValues( phi, theta ) {
207
+
208
+ let phiIndex = 0, thetaIndex = 0;
209
+ let startTheta = 0, endTheta = 0, startPhi = 0, endPhi = 0;
210
+
211
+ for ( let i = 0; i < iesLamp.numHorAngles - 1; ++ i ) { // numHorAngles = horAngles.length-1 because of extra padding, so this wont cause an out of bounds error
212
+
213
+ if ( theta < iesLamp.horAngles[ i + 1 ] || i == iesLamp.numHorAngles - 2 ) {
214
+
215
+ thetaIndex = i;
216
+ startTheta = iesLamp.horAngles[ i ];
217
+ endTheta = iesLamp.horAngles[ i + 1 ];
218
+
219
+ break;
220
+
221
+ }
222
+
223
+ }
224
+
225
+ for ( let i = 0; i < iesLamp.numVerAngles - 1; ++ i ) {
226
+
227
+ if ( phi < iesLamp.verAngles[ i + 1 ] || i == iesLamp.numVerAngles - 2 ) {
228
+
229
+ phiIndex = i;
230
+ startPhi = iesLamp.verAngles[ i ];
231
+ endPhi = iesLamp.verAngles[ i + 1 ];
232
+
233
+ break;
234
+
235
+ }
236
+
237
+ }
238
+
239
+ const deltaTheta = endTheta - startTheta;
240
+ const deltaPhi = endPhi - startPhi;
241
+
242
+ if ( deltaPhi === 0 ) // Outside range
243
+ return 0;
244
+
245
+ const t1 = deltaTheta === 0 ? 0 : ( theta - startTheta ) / deltaTheta;
246
+ const t2 = ( phi - startPhi ) / deltaPhi;
247
+
248
+ const nextThetaIndex = deltaTheta === 0 ? thetaIndex : thetaIndex + 1;
249
+
250
+ const v1 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex ], t1 );
251
+ const v2 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex + 1 ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex + 1 ], t1 );
252
+ const v = MathUtils.lerp( v1, v2, t2 );
253
+
254
+ return v;
255
+
256
+ }
257
+
258
+ const startTheta = iesLamp.horAngles[ 0 ], endTheta = iesLamp.horAngles[ iesLamp.numHorAngles - 1 ];
259
+ for ( let i = 0; i < size; ++ i ) {
260
+
261
+ let theta = i % width;
262
+ const phi = Math.floor( i / width );
263
+
264
+ if ( endTheta - startTheta !== 0 && ( theta < startTheta || theta >= endTheta ) ) { // Handle symmetry for hor angles
265
+
266
+ theta %= endTheta * 2;
267
+ if ( theta > endTheta )
268
+ theta = endTheta * 2 - theta;
269
+
270
+ }
271
+
272
+ data[ i ] = interpolateCandelaValues( phi, theta );
273
+
274
+ }
275
+
276
+ return data;
277
+
278
+ }
279
+
280
+ load( url, onLoad, onProgress, onError ) {
281
+
282
+ const loader = new FileLoader( this.manager );
283
+ loader.setResponseType( 'text' );
284
+ loader.setCrossOrigin( this.crossOrigin );
285
+ loader.setWithCredentials( this.withCredentials );
286
+ loader.setPath( this.path );
287
+ loader.setRequestHeader( this.requestHeader );
288
+
289
+ const texture = new DataTexture( null, 360, 180, RedFormat, FloatType );
290
+ texture.minFilter = LinearFilter;
291
+ texture.magFilter = LinearFilter;
292
+
293
+ loader.load( url, text => {
294
+
295
+ const iesLamp = new IESLamp( text );
296
+
297
+ texture.image.data = this._getIESValues( iesLamp );
298
+ texture.needsUpdate = true;
299
+
300
+ if ( onLoad !== undefined ) {
301
+
302
+ onLoad( texture );
303
+
304
+ }
305
+
306
+ }, onProgress, onError );
307
+
308
+ return texture;
309
+
310
+ }
311
+
312
+ parse( text ) {
313
+
314
+ const iesLamp = new IESLamp( text );
315
+ const texture = new DataTexture( null, 360, 180, RedFormat, FloatType );
316
+ texture.minFilter = LinearFilter;
317
+ texture.magFilter = LinearFilter;
318
+ texture.image.data = this._getIESValues( iesLamp );
319
+ texture.needsUpdate = true;
320
+
321
+ return texture;
322
+
323
+ }
324
+
325
+ }