webgl_loader_texture_basis.html 2.4 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - basis 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">
		<style>
			body {
				margin: 0px;
				background-color: #050505;
				color: #fff;
				overflow: hidden;
			}

			a { color: #e00 }

			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				z-index: 1000;
			}
		</style>
	</head>
	<body>

		<div id="info">
			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - basis texture loader<br />
			<a href="https://github.com/binomialLLC/basis_universal" target="_blank">Basis Universal GPU Texture Codec</a>
		</div>

		<script src="../build/three.js"></script>
		<script src="js/loaders/BasisTextureLoader.js"></script>

		<script>

			var camera, scene, renderer;
			var mesh;

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.z = 500;

				scene = new THREE.Scene();

				var geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
				var material = new THREE.MeshBasicMaterial();

				mesh = new THREE.Mesh( geometry, material );

				scene.add( mesh );

				var loader = new THREE.BasisTextureLoader();
				loader.setTranscoderPath( 'js/libs/basis/' );
				loader.detectSupport( renderer );

				loader.load( 'textures/compressed/kodim20.basis', function ( texture ) {

					material.map = texture;
					material.needsUpdate = true;

				} );

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );

				var delta = clock.getDelta() * 0.5;

				mesh.rotation.x += delta;
				mesh.rotation.y += delta;

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>