three
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JavaScript 3D library
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JavaScript
import { Texture } from './Texture.js';
/**
* Creates a texture based on data in compressed form.
*
* These texture are usually loaded with {@link CompressedTextureLoader}.
*
* @augments Texture
*/
class CompressedTexture extends Texture {
/**
* Constructs a new compressed texture.
*
* @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
* the data and dimensions.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {string} [colorSpace=NoColorSpace] - The color space.
*/
constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCompressedTexture = true;
/**
* The image property of a compressed texture just defines its dimensions.
*
* @type {{width:number,height:number}}
*/
this.image = { width: width, height: height };
/**
* This array holds for all mipmaps (including the bases mip) the data and dimensions.
*
* @type {Array<Object>}
*/
this.mipmaps = mipmaps;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default since it is not possible to
* flip compressed textures.
*
* @type {boolean}
* @default false
* @readonly
*/
this.flipY = false;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default since it is not
* possible to generate mipmaps for compressed data. Mipmaps
* must be embedded in the compressed texture file.
*
* @type {boolean}
* @default false
* @readonly
*/
this.generateMipmaps = false;
}
}
export { CompressedTexture };