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