three
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JavaScript 3D library
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JavaScript
import { LinearFilter, LinearMipmapLinearFilter, ClampToEdgeWrapping } from '../constants.js';
import { FileLoader } from './FileLoader.js';
import { DataTexture } from '../textures/DataTexture.js';
import { Loader } from './Loader.js';
/**
* Abstract base class for loading binary texture formats RGBE, EXR or TGA.
* 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 DataTextureLoader extends Loader {
/**
* Constructs a new data texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded data 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(DataTexture)} 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 {DataTexture} The data texture.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const texture = new DataTexture();
const loader = new FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setPath( this.path );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( buffer ) {
let texData;
try {
texData = scope.parse( buffer );
} catch ( error ) {
if ( onError !== undefined ) {
onError( error );
} else {
console.error( error );
return;
}
}
if ( texData.image !== undefined ) {
texture.image = texData.image;
} else if ( texData.data !== undefined ) {
texture.image.width = texData.width;
texture.image.height = texData.height;
texture.image.data = texData.data;
}
texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
if ( texData.colorSpace !== undefined ) {
texture.colorSpace = texData.colorSpace;
}
if ( texData.flipY !== undefined ) {
texture.flipY = texData.flipY;
}
if ( texData.format !== undefined ) {
texture.format = texData.format;
}
if ( texData.type !== undefined ) {
texture.type = texData.type;
}
if ( texData.mipmaps !== undefined ) {
texture.mipmaps = texData.mipmaps;
texture.minFilter = LinearMipmapLinearFilter; // presumably...
}
if ( texData.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
if ( texData.generateMipmaps !== undefined ) {
texture.generateMipmaps = texData.generateMipmaps;
}
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture, texData );
}, onProgress, onError );
return texture;
}
}
/**
* Represents the result object type of the `parse()` method.
*
* @typedef {Object} DataTextureLoader~TexData
* @property {Object} [image] - An object holding width, height and the texture data.
* @property {number} [width] - The width of the base mip.
* @property {number} [height] - The width of the base mip.
* @property {TypedArray} [data] - The texture data.
* @property {number} [format] - The texture format.
* @property {number} [type] - The texture type.
* @property {boolean} [flipY] - If set to `true`, the texture is flipped along the vertical axis when uploaded to the GPU.
* @property {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @property {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @property {number} [anisotropy=1] - The anisotropy value.
* @property {boolean} [generateMipmaps] - Whether to generate mipmaps or not.
* @property {string} [colorSpace] - The color space.
* @property {number} [magFilter] - The mag filter.
* @property {number} [minFilter] - The min filter.
* @property {Array<Object>} [mipmaps] - The mipmaps.
**/
export { DataTextureLoader };