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earthquake_3d_viewer_front/three/examples/webgl_loader_texture_ktx2.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - KTX2 texture loader</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">
<style>
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
#content {
position: absolute;
top: 0; width: 100%;
z-index: 1;
padding: 3em 0 0 0;
}
section {
padding: 1em;
}
#c {
position: absolute;
left: 0;
width: 100%;
height: 100%;
}
section .description {
max-width: 50em;
text-wrap: pretty;
}
.list-item {
display: inline-block;
margin: 1em;
padding: 1em;
box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
}
.list-item > div:nth-child(1) {
width: 200px;
height: 200px;
}
.list-item > div:nth-child(2) {
color: #888;
font-family: sans-serif;
width: 200px;
margin-top: 0.5em;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="content">
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - KTX2 texture loader - webgl</div>
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
let canvas, renderer;
const scenes = [];
const sections = [
{
title: 'Uncompressed',
description: 'Uncompressed formats (rgba8, rgba16, rgba32) load as THREE.DataTexture objects.'
+ ' Lossless, easy to read/write, uncompressed on GPU, optionally compressed over the network.',
textures: [
{ path: '2d_rgba8.ktx2' },
{ path: '2d_rgba8_linear.ktx2' },
{ path: '2d_rgba16_linear.ktx2' },
{ path: '2d_rgba32_linear.ktx2' },
]
},
{
title: 'Compressed',
description: 'Compressed formats (ASTC, BCn, ...) load as THREE.CompressedTexture objects,'
+ ' reducing memory cost. Requires native support on the device GPU: no single compressed'
+ ' format is supported on every device.',
textures: [
{ path: '2d_astc4x4.ktx2' },
{ path: '2d_etc1.ktx2' },
{ path: '2d_etc2.ktx2' },
{ path: '2d_bc1.ktx2' },
{ path: '2d_bc3.ktx2' },
// { path: '2d_bc5.ktx2' },
{ path: '2d_bc7.ktx2' },
]
},
{
title: 'Universal',
description: 'Basis Universal textures are specialized intermediate formats supporting fast'
+ ' runtime transcoding into other GPU texture compression formats. After transcoding,'
+ ' universal textures can be used on any device at reduced memory cost.',
textures: [
{ path: '2d_etc1s.ktx2' },
{ path: '2d_uastc.ktx2' },
]
},
]
init();
async function init() {
canvas = document.getElementById( 'c' );
renderer = new THREE.WebGLRenderer( { canvas, antialias: true } );
renderer.setClearColor( 0xffffff, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
const loader = new KTX2Loader()
.setTranscoderPath( 'jsm/libs/basis/' )
.setPath( 'textures/ktx2/' )
.detectSupport( renderer );
const geometry = flipY( new THREE.PlaneGeometry( 1, 1 ) );
const content = document.getElementById( 'content' );
for ( const section of sections ) {
const sectionElement = document.createElement( 'section' );
const sectionHeader = document.createElement( 'h2' );
sectionHeader.textContent = section.title;
sectionElement.appendChild( sectionHeader );
const sectionDescription = document.createElement( 'p' );
sectionDescription.className = 'description';
sectionDescription.textContent = section.description;
sectionElement.appendChild( sectionDescription );
for ( const { path, supported } of section.textures ) {
const scene = new THREE.Scene();
// make a list item
const element = document.createElement( 'div' );
element.className = 'list-item';
const sceneElement = document.createElement( 'div' );
element.appendChild( sceneElement );
const labelElement = document.createElement( 'div' );
labelElement.innerText = 'file: ' + path;
element.appendChild( labelElement );
// the element that represents the area we want to render the scene
scene.userData.element = sceneElement;
sectionElement.appendChild( element );
const camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
camera.position.z = 2;
scene.userData.camera = camera;
try {
const texture = await loader.loadAsync( supported === false ? 'fail_load.ktx2' : path );
const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ map: texture }) );
labelElement.innerText += '\ncolorSpace: ' + texture.colorSpace;
scene.add( mesh );
scenes.push( scene );
} catch (e) {
console.error( `Failed to load ${path}`, e );
}
}
content.appendChild( sectionElement );
}
renderer.setAnimationLoop( animate );
}
function updateSize() {
const width = canvas.clientWidth;
const height = canvas.clientHeight;
if ( canvas.width !== width || canvas.height !== height ) {
renderer.setSize( width, height, false );
}
}
/** Rewrite UVs for `flipY=false` textures. */
function flipY( geometry ) {
const uv = geometry.attributes.uv;
for ( let i = 0; i < uv.count; i ++ ) {
uv.setY( i, 1 - uv.getY( i ) );
}
return geometry;
}
function animate() {
updateSize();
canvas.style.transform = `translateY(${window.scrollY}px)`;
renderer.setClearColor( 0xffffff );
renderer.setScissorTest( false );
renderer.clear();
renderer.setClearColor( 0xe0e0e0 );
renderer.setScissorTest( true );
scenes.forEach( function ( scene ) {
// get the element that is a place holder for where we want to
// draw the scene
const element = scene.userData.element;
// get its position relative to the page's viewport
const rect = element.getBoundingClientRect();
// check if it's offscreen. If so skip it
if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
return; // it's off screen
}
// set the viewport
const width = rect.right - rect.left;
const height = rect.bottom - rect.top;
const left = rect.left;
const bottom = renderer.domElement.clientHeight - rect.bottom;
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
const camera = scene.userData.camera;
renderer.render( scene, camera );
} );
}
</script>
</body>
</html>