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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - compressed textures</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - compressed textures<br/>
leaf texture by <a href="http://opengameart.org/node/10505">lauris71</a>, explosion texture by <a href="http://opengameart.org/node/7728">bart</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { DDSLoader } from 'three/addons/loaders/DDSLoader.js';
let camera, scene, renderer;
const meshes = [];
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 1000;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry( 200, 200, 200 );
/*
This is how compressed textures are supposed to be used:
DXT1 - RGB - opaque textures
DXT3 - RGBA - transparent textures with sharp alpha transitions
DXT5 - RGBA - transparent textures with full alpha range
*/
const loader = new DDSLoader();
const map1 = loader.load( 'textures/compressed/disturb_dxt1_nomip.dds' );
map1.minFilter = map1.magFilter = THREE.LinearFilter;
map1.anisotropy = 4;
const map2 = loader.load( 'textures/compressed/disturb_dxt1_mip.dds' );
map2.anisotropy = 4;
const map3 = loader.load( 'textures/compressed/hepatica_dxt3_mip.dds' );
map3.anisotropy = 4;
const map4 = loader.load( 'textures/compressed/explosion_dxt5_mip.dds' );
map4.anisotropy = 4;
const map5 = loader.load( 'textures/compressed/disturb_argb_nomip.dds' );
map5.minFilter = map5.magFilter = THREE.LinearFilter;
map5.anisotropy = 4;
const map6 = loader.load( 'textures/compressed/disturb_argb_mip.dds' );
map6.anisotropy = 4;
const cubemap1 = loader.load( 'textures/compressed/Mountains.dds', function ( texture ) {
texture.magFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearFilter;
texture.mapping = THREE.CubeReflectionMapping;
material1.needsUpdate = true;
} );
const cubemap2 = loader.load( 'textures/compressed/Mountains_argb_mip.dds', function ( texture ) {
texture.magFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearFilter;
texture.mapping = THREE.CubeReflectionMapping;
material5.needsUpdate = true;
} );
const cubemap3 = loader.load( 'textures/compressed/Mountains_argb_nomip.dds', function ( texture ) {
texture.magFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearFilter;
texture.mapping = THREE.CubeReflectionMapping;
material6.needsUpdate = true;
} );
const material1 = new THREE.MeshBasicMaterial( { map: map1, envMap: cubemap1 } );
const material2 = new THREE.MeshBasicMaterial( { map: map2 } );
const material3 = new THREE.MeshBasicMaterial( { map: map3, alphaTest: 0.5, side: THREE.DoubleSide } );
const material4 = new THREE.MeshBasicMaterial( { map: map4, side: THREE.DoubleSide, blending: THREE.AdditiveBlending, depthTest: false, transparent: true } );
const material5 = new THREE.MeshBasicMaterial( { envMap: cubemap2 } );
const material6 = new THREE.MeshBasicMaterial( { envMap: cubemap3 } );
const material7 = new THREE.MeshBasicMaterial( { map: map5 } );
const material8 = new THREE.MeshBasicMaterial( { map: map6 } );
let mesh = new THREE.Mesh( new THREE.TorusGeometry( 100, 50, 32, 16 ), material1 );
mesh.position.x = - 600;
mesh.position.y = - 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material2 );
mesh.position.x = - 200;
mesh.position.y = - 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material3 );
mesh.position.x = - 200;
mesh.position.y = 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material4 );
mesh.position.x = - 600;
mesh.position.y = 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material5 );
mesh.position.x = 200;
mesh.position.y = 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material6 );
mesh.position.x = 200;
mesh.position.y = - 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material7 );
mesh.position.x = 600;
mesh.position.y = - 200;
scene.add( mesh );
meshes.push( mesh );
mesh = new THREE.Mesh( geometry, material8 );
mesh.position.x = 600;
mesh.position.y = 200;
scene.add( mesh );
meshes.push( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const time = Date.now() * 0.001;
for ( let i = 0; i < meshes.length; i ++ ) {
const mesh = meshes[ i ];
mesh.rotation.x = time;
mesh.rotation.y = time;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>