webgl_loader_texture_dds.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - compressed textures</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - compressed textures<br/>
  12. leaf texture by <a href="http://opengameart.org/node/10505">lauris71</a>, explosion texture by <a href="http://opengameart.org/node/7728">bart</a>
  13. </div>
  14. <script type="module">
  15. import {
  16. AdditiveBlending,
  17. BoxBufferGeometry,
  18. CubeReflectionMapping,
  19. DoubleSide,
  20. LinearFilter,
  21. Mesh,
  22. MeshBasicMaterial,
  23. PerspectiveCamera,
  24. Scene,
  25. TorusBufferGeometry,
  26. WebGLRenderer,
  27. } from "../build/three.module.js";
  28. import { DDSLoader } from './jsm/loaders/DDSLoader.js';
  29. var camera, scene, renderer;
  30. var meshes = [];
  31. init();
  32. animate();
  33. function init() {
  34. camera = new PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
  35. camera.position.z = 1000;
  36. scene = new Scene();
  37. var geometry = new BoxBufferGeometry( 200, 200, 200 );
  38. /*
  39. This is how compressed textures are supposed to be used:
  40. DXT1 - RGB - opaque textures
  41. DXT3 - RGBA - transparent textures with sharp alpha transitions
  42. DXT5 - RGBA - transparent textures with full alpha range
  43. */
  44. var loader = new DDSLoader();
  45. var map1 = loader.load( 'textures/compressed/disturb_dxt1_nomip.dds' );
  46. map1.minFilter = map1.magFilter = LinearFilter;
  47. map1.anisotropy = 4;
  48. var map2 = loader.load( 'textures/compressed/disturb_dxt1_mip.dds' );
  49. map2.anisotropy = 4;
  50. var map3 = loader.load( 'textures/compressed/hepatica_dxt3_mip.dds' );
  51. map3.anisotropy = 4;
  52. var map4 = loader.load( 'textures/compressed/explosion_dxt5_mip.dds' );
  53. map4.anisotropy = 4;
  54. var map5 = loader.load( 'textures/compressed/disturb_argb_nomip.dds' );
  55. map5.minFilter = map5.magFilter = LinearFilter;
  56. map5.anisotropy = 4;
  57. var map6 = loader.load( 'textures/compressed/disturb_argb_mip.dds' );
  58. map6.anisotropy = 4;
  59. var cubemap1 = loader.load( 'textures/compressed/Mountains.dds', function ( texture ) {
  60. texture.magFilter = LinearFilter;
  61. texture.minFilter = LinearFilter;
  62. texture.mapping = CubeReflectionMapping;
  63. material1.needsUpdate = true;
  64. } );
  65. var cubemap2 = loader.load( 'textures/compressed/Mountains_argb_mip.dds', function ( texture ) {
  66. texture.magFilter = LinearFilter;
  67. texture.minFilter = LinearFilter;
  68. texture.mapping = CubeReflectionMapping;
  69. material5.needsUpdate = true;
  70. } );
  71. var cubemap3 = loader.load( 'textures/compressed/Mountains_argb_nomip.dds', function ( texture ) {
  72. texture.magFilter = LinearFilter;
  73. texture.minFilter = LinearFilter;
  74. texture.mapping = CubeReflectionMapping;
  75. material6.needsUpdate = true;
  76. } );
  77. var material1 = new MeshBasicMaterial( { map: map1, envMap: cubemap1 } );
  78. var material2 = new MeshBasicMaterial( { map: map2 } );
  79. var material3 = new MeshBasicMaterial( { map: map3, alphaTest: 0.5, side: DoubleSide } );
  80. var material4 = new MeshBasicMaterial( { map: map4, side: DoubleSide, blending: AdditiveBlending, depthTest: false, transparent: true } );
  81. var material5 = new MeshBasicMaterial( { envMap: cubemap2 } );
  82. var material6 = new MeshBasicMaterial( { envMap: cubemap3 } );
  83. var material7 = new MeshBasicMaterial( { map: map5 } );
  84. var material8 = new MeshBasicMaterial( { map: map6 } );
  85. var mesh = new Mesh( new TorusBufferGeometry( 100, 50, 32, 16 ), material1 );
  86. mesh.position.x = - 600;
  87. mesh.position.y = - 200;
  88. scene.add( mesh );
  89. meshes.push( mesh );
  90. mesh = new Mesh( geometry, material2 );
  91. mesh.position.x = - 200;
  92. mesh.position.y = - 200;
  93. scene.add( mesh );
  94. meshes.push( mesh );
  95. mesh = new Mesh( geometry, material3 );
  96. mesh.position.x = - 200;
  97. mesh.position.y = 200;
  98. scene.add( mesh );
  99. meshes.push( mesh );
  100. mesh = new Mesh( geometry, material4 );
  101. mesh.position.x = - 600;
  102. mesh.position.y = 200;
  103. scene.add( mesh );
  104. meshes.push( mesh );
  105. mesh = new Mesh( geometry, material5 );
  106. mesh.position.x = 200;
  107. mesh.position.y = 200;
  108. scene.add( mesh );
  109. meshes.push( mesh );
  110. mesh = new Mesh( geometry, material6 );
  111. mesh.position.x = 200;
  112. mesh.position.y = - 200;
  113. scene.add( mesh );
  114. meshes.push( mesh );
  115. mesh = new Mesh( geometry, material7 );
  116. mesh.position.x = 600;
  117. mesh.position.y = - 200;
  118. scene.add( mesh );
  119. meshes.push( mesh );
  120. mesh = new Mesh( geometry, material8 );
  121. mesh.position.x = 600;
  122. mesh.position.y = 200;
  123. scene.add( mesh );
  124. meshes.push( mesh );
  125. renderer = new WebGLRenderer( { antialias: true } );
  126. renderer.setPixelRatio( window.devicePixelRatio );
  127. renderer.setSize( window.innerWidth, window.innerHeight );
  128. document.body.appendChild( renderer.domElement );
  129. window.addEventListener( 'resize', onWindowResize, false );
  130. }
  131. function onWindowResize() {
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. }
  136. function animate() {
  137. requestAnimationFrame( animate );
  138. var time = Date.now() * 0.001;
  139. for ( var i = 0; i < meshes.length; i ++ ) {
  140. var mesh = meshes[ i ];
  141. mesh.rotation.x = time;
  142. mesh.rotation.y = time;
  143. }
  144. renderer.render( scene, camera );
  145. }
  146. </script>
  147. </body>
  148. </html>