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webgl_loader_texture_ktx.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - compressed textures</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - compressed KTX textures<br />
<a href="https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/">Khronos Texture</a> is a lightweight file format for OpenGL
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { KTXLoader } from 'three/addons/loaders/KTXLoader.js';
/*
This is how compressed textures are supposed to be used:
best for desktop:
BC1(DXT1) - opaque textures
BC3(DXT5) - transparent textures with full alpha range
best for iOS:
PVR2, PVR4 - opaque textures or alpha
best for Android:
ETC1 - opaque textures
ASTC_4x4, ASTC8x8 - transparent textures with full alpha range
*/
let camera, scene, renderer;
const meshes = [];
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 );
const formats = {
astc: renderer.extensions.has( 'WEBGL_compressed_texture_astc' ),
etc1: renderer.extensions.has( 'WEBGL_compressed_texture_etc1' ),
s3tc: renderer.extensions.has( 'WEBGL_compressed_texture_s3tc' ),
pvrtc: renderer.extensions.has( 'WEBGL_compressed_texture_pvrtc' )
};
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 1000;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry( 200, 200, 200 );
let material1, material2;
// TODO: add cubemap support
const loader = new KTXLoader();
if ( formats.pvrtc ) {
material1 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/disturb_PVR2bpp.ktx' )
} );
material2 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/lensflare_PVR4bpp.ktx' ),
depthTest: false,
transparent: true,
side: THREE.DoubleSide
} );
meshes.push( new THREE.Mesh( geometry, material1 ) );
meshes.push( new THREE.Mesh( geometry, material2 ) );
}
if ( formats.s3tc ) {
material1 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/disturb_BC1.ktx' )
} );
material2 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/lensflare_BC3.ktx' ),
depthTest: false,
transparent: true,
side: THREE.DoubleSide
} );
meshes.push( new THREE.Mesh( geometry, material1 ) );
meshes.push( new THREE.Mesh( geometry, material2 ) );
}
if ( formats.etc1 ) {
material1 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/disturb_ETC1.ktx' )
} );
meshes.push( new THREE.Mesh( geometry, material1 ) );
}
if ( formats.astc ) {
material1 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/disturb_ASTC4x4.ktx' )
} );
material2 = new THREE.MeshBasicMaterial( {
map: loader.load( 'textures/compressed/lensflare_ASTC8x8.ktx' ),
depthTest: false,
transparent: true,
side: THREE.DoubleSide
} );
meshes.push( new THREE.Mesh( geometry, material1 ) );
meshes.push( new THREE.Mesh( geometry, material2 ) );
}
let x = - meshes.length / 2 * 150;
for ( let i = 0; i < meshes.length; ++ i, x += 300 ) {
const mesh = meshes[ i ];
mesh.position.x = x;
mesh.position.y = 0;
scene.add( mesh );
}
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const time = Date.now() * 0.001;
for ( let i = 0; i < meshes.length; i ++ ) {
const mesh = meshes[ i ];
mesh.rotation.x = time;
mesh.rotation.y = time;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>