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- import { LinearFilter } from '../constants.js';
- import { FileLoader } from './FileLoader.js';
- import { CompressedTexture } from '../textures/CompressedTexture.js';
- import { Loader } from './Loader.js';
- /**
- * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
- * Textures are internally loaded via {@link FileLoader}.
- *
- * Derived classes have to implement the `parse()` method which holds the parsing
- * for the respective format.
- *
- * @abstract
- * @augments Loader
- */
- class CompressedTextureLoader extends Loader {
- /**
- * Constructs a new compressed texture loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and passes the loaded compressed texture
- * to the `onLoad()` callback. The method also returns a new texture object which can
- * directly be used for material creation. If you do it this way, the texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {CompressedTexture} The compressed texture.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const images = [];
- const texture = new CompressedTexture();
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setResponseType( 'arraybuffer' );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- let loaded = 0;
- function loadTexture( i ) {
- loader.load( url[ i ], function ( buffer ) {
- const texDatas = scope.parse( buffer, true );
- images[ i ] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
- loaded += 1;
- if ( loaded === 6 ) {
- if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
- texture.image = images;
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, onProgress, onError );
- }
- if ( Array.isArray( url ) ) {
- for ( let i = 0, il = url.length; i < il; ++ i ) {
- loadTexture( i );
- }
- } else {
- // compressed cubemap texture stored in a single DDS file
- loader.load( url, function ( buffer ) {
- const texDatas = scope.parse( buffer, true );
- if ( texDatas.isCubemap ) {
- const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
- for ( let f = 0; f < faces; f ++ ) {
- images[ f ] = { mipmaps: [] };
- for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
- images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
- images[ f ].format = texDatas.format;
- images[ f ].width = texDatas.width;
- images[ f ].height = texDatas.height;
- }
- }
- texture.image = images;
- } else {
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
- }
- if ( texDatas.mipmapCount === 1 ) {
- texture.minFilter = LinearFilter;
- }
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }, onProgress, onError );
- }
- return texture;
- }
- }
- /**
- * Represents the result object type of the `parse()` method.
- *
- * @typedef {Object} CompressedTextureLoader~TexData
- * @property {number} width - The width of the base mip.
- * @property {number} height - The width of the base mip.
- * @property {boolean} isCubemap - Whether the data represent a cubemap or not.
- * @property {number} mipmapCount - The mipmap count.
- * @property {Array<{data:TypedArray,width:number,height:number}>} mipmaps - An array holding the mipmaps.
- * Each entry holds the data and the dimensions for each level.
- * @property {number} format - The texture format.
- **/
- export { CompressedTextureLoader };
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