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aframe-video-illumination-component.min.js
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/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ exports: {},
/******/ id: moduleId,
/******/ loaded: false
/******/ };
/******/
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/
/******/ // Flag the module as loaded
/******/ module.loaded = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
/******/
/******/ // Load entry module and return exports
/******/ return __webpack_require__(0);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports) {
/* global AFRAME */
if (typeof AFRAME === 'undefined') {
throw new Error('Component attempted to register before AFRAME was available.');
}
/**
* Video Illumination component for A-Frame by Alfredo Consebola 2018.
*/
AFRAME.registerComponent('video-illumination', {
schema: {
intensity : { type:'number', default: 0.5},
distance : { type:'number', default: 10 },
// milliseconds per update, for 24fps use 41, for 30fps use 33, for 60fps use 16
frametime: { type: 'number', default: 41}
},
multiple: false,
init: function () {
let wid = this.el.object3DMap.mesh.el.getAttribute("width") / 2;
let hei = this.el.object3DMap.mesh.el.getAttribute("height") / 2;
wid *= 0.7;
hei *= 0.7;
let lightA = document.createElement('a-light');
let lightB = document.createElement('a-light');
let lightC = document.createElement('a-light');
let lightD = document.createElement('a-light');
this.lights = [];
let intensity = this.data.intensity;
let distance = this.data.distance;
//one light per quadrant
lightA.setAttribute('position', new THREE.Vector3(2,1.5,1));
lightA.setAttribute('light', { intensity: intensity, type: 'point', distance: distance});
this.el.appendChild(lightA);
this.lights.push(lightA);
lightB.setAttribute('position', new THREE.Vector3(-2,1.5,1));
lightB.setAttribute('light', { intensity: intensity, type: 'point', distance: distance});
this.el.appendChild(lightB);
this.lights.push(lightB);
lightC.setAttribute('position', new THREE.Vector3(2,-1.5,1));
lightC.setAttribute('light', { intensity: intensity, type: 'point', distance: distance});
this.el.appendChild(lightC);
this.lights.push(lightC);
lightD.setAttribute('position', new THREE.Vector3(-2,-1.5,1));
lightD.setAttribute('light', { intensity: intensity, type: 'point', distance: distance});
this.el.appendChild(lightD);
this.lights.push(lightD);
this.res = 4;
this.video = document.querySelector(this.el.getAttribute('src'));
this.acanvas = document.createElement('canvas');
this.acanvas.setAttribute("width",this.res);
this.acanvas.setAttribute("height",this.res);
this.ctx = this.acanvas.getContext('2d');
this.img = document.createElement('img');
this.img.setAttribute("width",this.res);
this.img.setAttribute("height",this.res);
this.wait = 0; // throttle counter
/*
The idea is that we'll downscale the frame to 4x4 pixels, then sample the brightest pixel
and use that for the corresponding quadrant light.
Bytes in the image data R G B A we'll use to sample:
q0 q1
0 1 2 3, 4 5 6 7 ; 8 9 10 11, 12 13 14 15,
16 17 18 19, 20 21 22 23 ; 24 25 26 27, 28 29 30 31,
q2 q3
32 33 34 35, 36 37 38 39 ; 40 41 42 43, 44 45 46 47,
48 49 50 51, 52 53 54 55 ; 56 57 58 59, 60 61 62 63
So pixel [0] is bytes r : 0 + 0, g : 0 + 1, b: 0 + 2, a : 0 + 3
*/
this.quadrants = [
[0,4,16,20],
[8,12,24,28],
[32,36,48,52],
[40,44,56,60]
];
},
remove: function () {
for(let i=0; i<4; i++){
this.el.removeChild(this.lights[i]);
}
},
tick: function(t,dt){
if(this.wait >= this.data.frametime/1000){
this.wait = 0;
this.ctx.drawImage(this.video, 0, 0, this.res, this.res);
let c = []; // brightest color of each quadrant
let frame = this.ctx.getImageData(0, 0, this.res, this.res);
// for each quadrant
for(let j=0; j<4; j++){
let q = this.quadrants[j];
let p = [];
for(let i=0; i<4; i++){
p[i] = [];
p[i][0] = frame.data[q[i] + 0];
p[i][1] = frame.data[q[i] + 1];
p[i][2] = frame.data[q[i] + 2];
// To calculate relative luminance under sRGB and RGB colorspaces that use Rec. 709:
let color = new THREE.Color(p[i][0], p[i][1], p[i][2]);
p[i][3] = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
}
// find brightest
p.sort(function (a, b) {
return a[3] < b[3];
});
c.push(p[0]);
}
if(this.lights[0].object3DMap.light){
this.lights[0].object3DMap.light.color.setRGB(c[0][0]/255 ,c[0][1]/255 ,c[0][2]/255);
this.lights[1].object3DMap.light.color.setRGB(c[1][0]/255 ,c[1][1]/255 ,c[1][2]/255);
this.lights[2].object3DMap.light.color.setRGB(c[2][0]/255 ,c[2][1]/255 ,c[2][2]/255);
this.lights[3].object3DMap.light.color.setRGB(c[3][0]/255 ,c[3][1]/255 ,c[3][2]/255);
}
}
this.wait+=dt/1000;
}
});
/***/ })
/******/ ]);