module Mittsu module ImageUtils class << self def load_texture(url, mapping = Texture::DEFAULT_MAPPING, flip: true, flop: false) loader = ImageLoader.new Texture.new(nil, mapping).tap do |texture| image = loader.load(url, flip: flip, flop: flop) texture.image = image texture.needs_update = true texture.source_file = url end end def load_texture_cube(array, mapping = Texture::DEFAULT_MAPPING) images = HashArray.new loader = ImageLoader.new CubeTexture.new(images, mapping).tap do |texture| loaded = 0 array.length.times do |i| texture.images[i] = loader.load(array[i]) loaded += 1 if loaded == 6 texture.needs_update = true end end end end def get_normal_map(image, depth) # adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ # depth |= 1 # # width = image.width # height = image.height # TODO: original version uses browser features ... end def generate_data_texture(width, height, color) size = width * height data = Array.new(3 * size) # Uint8Array r = (color.r * 255).floor g = (color.g * 255).floor b = (color.b * 255).floor size.times do |i| data[i * 3] = r data[i * 3 + 1] = g data[i * 3 + 2] = b end texture = DataTexture.new(data, width, height, RGBFormat) texture.needs_update = true texture end private def cross(a, b) [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] ] end def subtract(a, b) [a[0] - b[0], a[1] - b[1], a[2] - b[2]] end def normalize(a) l = ::Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]) [a[0] / l, a[1] / l, a[2] / l] end end end end