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authorKenneth Russel <[email protected]>2005-05-27 19:45:51 +0000
committerKenneth Russel <[email protected]>2005-05-27 19:45:51 +0000
commit9d209d3b6ae12604e666d7b655bd1f19e70ee48b (patch)
tree5eb780835a316cbb62a9718a2757a3d51c31adb5 /src/demos/hdr/HDRTexture.java
parent02acfb8e24959f43cada34366598236a51b782bb (diff)
Added Java/JOGL port of NVidia HDR demo.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@80 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/hdr/HDRTexture.java')
-rwxr-xr-xsrc/demos/hdr/HDRTexture.java494
1 files changed, 494 insertions, 0 deletions
diff --git a/src/demos/hdr/HDRTexture.java b/src/demos/hdr/HDRTexture.java
new file mode 100755
index 0000000..fcaac11
--- /dev/null
+++ b/src/demos/hdr/HDRTexture.java
@@ -0,0 +1,494 @@
+package demos.hdr;
+
+import java.io.*;
+
+import net.java.games.jogl.*;
+
+public class HDRTexture {
+ private RGBE.Header header;
+ private byte[] m_data;
+ private float[] m_floatdata;
+ private int m_width, m_height;
+ private float m_max_r, m_max_g, m_max_b;
+ private float m_min_r, m_min_g, m_min_b;
+ private float m_max;
+ private int m_target;
+
+ public HDRTexture(String filename) throws IOException {
+ this(new FileInputStream(filename));
+ }
+
+ public HDRTexture(InputStream in) throws IOException {
+ DataInputStream datain = new DataInputStream(new BufferedInputStream(in));
+ header = RGBE.readHeader(datain);
+ m_width = header.getWidth();
+ m_height = header.getHeight();
+ m_data = new byte[m_width * m_height * 4];
+ RGBE.readPixelsRawRLE(datain, m_data, 0, m_width, m_height);
+ System.err.println("Loaded HDR image " + m_width + " x " + m_height);
+ }
+
+ public byte[] getData() { return m_data; }
+ public int getPixelIndex(int x, int y) {
+ return ((m_width * (m_height - 1 - y)) + x) * 4;
+ }
+ public float[] getFloatData() { return m_floatdata; }
+ public int getPixelFloatIndex(int x, int y) {
+ return ((m_width * (m_height - 1 - y)) + x) * 3;
+ }
+
+ public void analyze() {
+ m_max_r = m_max_g = m_max_b = 0.0f;
+ m_min_r = m_min_g = m_min_b = 1e10f;
+ int mine = 255;
+ int maxe = 0;
+
+ int ptr = 0;
+ float[] rgb = new float[3];
+ for(int i=0; i<m_width*m_height; i++) {
+ int e = m_data[ptr+3] & 0xFF;
+ if (e < mine) mine = e;
+ if (e > maxe) maxe = e;
+
+ RGBE.rgbe2float(rgb, m_data, ptr);
+ float r = rgb[0];
+ float g = rgb[1];
+ float b = rgb[2];
+ if (r > m_max_r) m_max_r = r;
+ if (g > m_max_g) m_max_g = g;
+ if (b > m_max_b) m_max_b = b;
+ if (r < m_min_r) m_min_r = r;
+ if (g < m_min_g) m_min_g = g;
+ if (b < m_min_b) m_min_b = b;
+ ptr += 4;
+ }
+ System.err.println("max intensity: " + m_max_r + " " + m_max_g + " " + m_max_b);
+ System.err.println("min intensity: " + m_min_r + " " + m_min_g + " " + m_min_b);
+ System.err.println("max e: " + maxe + " = " + RGBE.ldexp(1.0, maxe-128));
+ System.err.println("min e: " + mine + " = " + RGBE.ldexp(1.0, mine-128));
+
+ m_max = m_max_r;
+ if (m_max_g > m_max) m_max = m_max_g;
+ if (m_max_b > m_max) m_max = m_max_b;
+ System.err.println("max: " + m_max);
+ }
+
+ /** Converts from RGBE to floating-point RGB data. */
+ public void convert() {
+ m_floatdata = new float [m_width*m_height*3];
+
+ int src = 0;
+ int dest = 0;
+ float[] rgb = new float[3];
+ for(int i=0; i<m_width*m_height; i++) {
+ RGBE.rgbe2float(rgb, m_data, src);
+
+ m_floatdata[dest++] = remap(rgb[0], m_max);
+ m_floatdata[dest++] = remap(rgb[1], m_max);
+ m_floatdata[dest++] = remap(rgb[2], m_max);
+
+ src += 4;
+ }
+ }
+
+ public int create2DTextureRGBE(GL gl, int targetTextureType) {
+ m_target = targetTextureType;
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp);
+ int texid = tmp[1];
+
+ gl.glBindTexture(m_target, texid);
+
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ gl.glTexParameteri(m_target, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
+ gl.glTexImage2D(m_target, 0, GL.GL_RGBA, m_width, m_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, m_data);
+
+ return texid;
+ }
+
+ public int create2DTextureHILO(GL gl, int targetTextureType, boolean rg) {
+ m_target = targetTextureType;
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp);
+ int texid = tmp[0];
+
+ gl.glBindTexture(m_target, texid);
+
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ gl.glTexParameteri(m_target, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
+
+ float[] img = new float [m_width * m_height * 2];
+ int src = 0;
+ int dest = 0;
+ for (int j=0; j<m_height; j++) {
+ for (int i=0; i<m_width; i++) {
+ if (rg) {
+ img[dest++] = m_floatdata[src + 0];
+ img[dest++] = m_floatdata[src + 1];
+ } else {
+ img[dest++] = m_floatdata[src + 2];
+ img[dest++] = 0;
+ }
+ src+=3;
+ }
+ }
+
+ gl.glTexImage2D(m_target, 0, GL.GL_HILO16_NV, m_width, m_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, img);
+
+ return texid;
+ }
+
+ // create a cubemap texture from a 2D image in cross format (thanks to Jonathon McGee)
+ public int createCubemapRGBE(GL gl) {
+ // cross is 3 faces wide, 4 faces high
+ int face_width = m_width / 3;
+ int face_height = m_height / 4;
+ byte[] face = new byte[face_width * face_height * 4];
+
+ m_target = GL.GL_TEXTURE_CUBE_MAP_ARB;
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp);
+ int texid = tmp[0];
+ gl.glBindTexture(m_target, texid);
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ gl.glTexParameteri(m_target, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
+
+ // gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ // gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+
+ // extract 6 faces
+
+ // positive Y
+ int ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(2 * face_width - (i + 1), 3 * face_height + j);
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ // positive X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(i, m_height - (face_height + j + 1));
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ // negative Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(face_width + i, m_height - (face_height + j + 1));
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ // negative X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(2 * face_width + i, m_height - (face_height + j + 1));
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ // negative Y
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(2 * face_width - (i + 1), face_height + j);
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ // positive Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelIndex(2 * face_width - (i + 1), j);
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ face[ptr++] = m_data[src++];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, GL.GL_RGBA, face_width, face_height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, face);
+
+ return texid;
+ }
+
+ public int createCubemapHILO(GL gl, boolean rg) {
+ // cross is 3 faces wide, 4 faces high
+ int face_width = m_width / 3;
+ int face_height = m_height / 4;
+ float[] face = new float [face_width * face_height * 2];
+
+ m_target = GL.GL_TEXTURE_CUBE_MAP_ARB;
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp);
+ int texid = tmp[0];
+ gl.glBindTexture(m_target, texid);
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ gl.glTexParameteri(m_target, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
+
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+
+ // extract 6 faces
+
+ // positive Y
+ int ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), 3 * face_height + j);
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ // positive X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(i, m_height - (face_height + j + 1));
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ // negative Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(face_width + i, m_height - (face_height + j + 1));
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ // negative X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width + i, m_height - (face_height + j + 1));
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ // negative Y
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), face_height + j);
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ // positive Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), j);
+ if (rg) {
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ } else {
+ face[ptr++] = m_floatdata[src + 2];
+ face[ptr++] = 0;
+ }
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, GL.GL_HILO16_NV, face_width, face_height, 0, GL.GL_HILO_NV, GL.GL_FLOAT, face);
+
+ return texid;
+ }
+
+ public int createCubemap(GL gl, int format) {
+ // cross is 3 faces wide, 4 faces high
+ int face_width = m_width / 3;
+ int face_height = m_height / 4;
+ float[] face = new float [face_width * face_height * 3];
+
+ m_target = GL.GL_TEXTURE_CUBE_MAP_ARB;
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp);
+ int texid = tmp[0];
+ gl.glBindTexture(m_target, texid);
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ gl.glTexParameteri(m_target, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
+
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameteri(m_target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+
+ // extract 6 faces
+
+ // positive Y
+ int ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), 3 * face_height + j);
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ // positive X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(i, m_height - (face_height + j + 1));
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ // negative Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(face_width + i, m_height - (face_height + j + 1));
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ // negative X
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width + i, m_height - (face_height + j + 1));
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ // negative Y
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), face_height + j);
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ // positive Z
+ ptr = 0;
+ for (int j=0; j<face_height; j++) {
+ for (int i=0; i<face_width; i++) {
+ int src = getPixelFloatIndex(2 * face_width - (i + 1), j);
+ face[ptr++] = m_floatdata[src + 0];
+ face[ptr++] = m_floatdata[src + 1];
+ face[ptr++] = m_floatdata[src + 2];
+ }
+ }
+ gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, format, face_width, face_height, 0, GL.GL_RGB, GL.GL_FLOAT, face);
+
+ return texid;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private static float remap(float x, float max) {
+ if (x > max) x = max;
+ return (float) Math.sqrt(x / max);
+ }
+
+ public static void main(String[] args) {
+ for (int i = 0; i < args.length; i++) {
+ try {
+ HDRTexture tex = new HDRTexture(args[i]);
+ tex.analyze();
+ } catch (IOException e) {
+ e.printStackTrace();
+ }
+ }
+ }
+}