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three

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JavaScript 3D library

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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 };