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185 lines
4.5 KiB
185 lines
4.5 KiB
<!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 KTX textures<br />
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<a href="https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/">Khronos Texture</a> is a lightweight file format for OpenGL
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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 { KTXLoader } from 'three/addons/loaders/KTXLoader.js';
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/*
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This is how compressed textures are supposed to be used:
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best for desktop:
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BC1(DXT1) - opaque textures
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BC3(DXT5) - transparent textures with full alpha range
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best for iOS:
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PVR2, PVR4 - opaque textures or alpha
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best for Android:
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ETC1 - opaque textures
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ASTC_4x4, ASTC8x8 - transparent textures with full alpha range
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*/
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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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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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const formats = {
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astc: renderer.extensions.has( 'WEBGL_compressed_texture_astc' ),
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etc1: renderer.extensions.has( 'WEBGL_compressed_texture_etc1' ),
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s3tc: renderer.extensions.has( 'WEBGL_compressed_texture_s3tc' ),
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pvrtc: renderer.extensions.has( 'WEBGL_compressed_texture_pvrtc' )
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};
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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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let material1, material2;
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// TODO: add cubemap support
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const loader = new KTXLoader();
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if ( formats.pvrtc ) {
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material1 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/disturb_PVR2bpp.ktx' )
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} );
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material2 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/lensflare_PVR4bpp.ktx' ),
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depthTest: false,
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transparent: true,
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side: THREE.DoubleSide
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} );
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meshes.push( new THREE.Mesh( geometry, material1 ) );
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meshes.push( new THREE.Mesh( geometry, material2 ) );
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}
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if ( formats.s3tc ) {
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material1 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/disturb_BC1.ktx' )
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} );
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material2 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/lensflare_BC3.ktx' ),
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depthTest: false,
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transparent: true,
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side: THREE.DoubleSide
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} );
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meshes.push( new THREE.Mesh( geometry, material1 ) );
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meshes.push( new THREE.Mesh( geometry, material2 ) );
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}
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if ( formats.etc1 ) {
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material1 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/disturb_ETC1.ktx' )
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} );
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meshes.push( new THREE.Mesh( geometry, material1 ) );
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}
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if ( formats.astc ) {
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material1 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/disturb_ASTC4x4.ktx' )
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} );
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material2 = new THREE.MeshBasicMaterial( {
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map: loader.load( 'textures/compressed/lensflare_ASTC8x8.ktx' ),
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depthTest: false,
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transparent: true,
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side: THREE.DoubleSide
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} );
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meshes.push( new THREE.Mesh( geometry, material1 ) );
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meshes.push( new THREE.Mesh( geometry, material2 ) );
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}
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let x = - meshes.length / 2 * 150;
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for ( let i = 0; i < meshes.length; ++ i, x += 300 ) {
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const mesh = meshes[ i ];
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mesh.position.x = x;
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mesh.position.y = 0;
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scene.add( mesh );
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}
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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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