提交 b9715ce0 编写于 作者: A Arseny Kapoulkine

Add glTF compression example

coffeemat.glb is exported from the source Sketchfab scene using gltfpack
with geometry compression via EXT_meshopt_compression and texture compression
via KHR_texture_basisu (using ETC1S/BasisLZ).

The source scene has 12 MB of geometry and 22 MB of texture data.
The compressed scene has 2 MB of geometry and 2.6 MB of texture data.
上级 31425813
......@@ -91,6 +91,7 @@
"webgl_loader_fbx_nurbs",
"webgl_loader_gcode",
"webgl_loader_gltf",
"webgl_loader_gltf_compressed",
"webgl_loader_gltf_extensions",
"webgl_loader_gltf_variants",
"webgl_loader_imagebitmap",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - glTF 2.0 - compressed</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> - GLTFLoader + compression extensions<br />
<a href="https://sketchfab.com/3d-models/coffeemat-7fb196a40a6e4697aad9ca2f75c8b33d" target="_blank" rel="noopener">Coffeemat</a> by
<a href="https://sketchfab.com/OFFcours1" target="_blank" rel="noopener">Roman Red</a><br />
<a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
</div>
<script src="./js/libs/basis/msc_basis_transcoder.js"></script>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { RGBELoader } from './jsm/loaders/RGBELoader.js';
import { KTX2Loader } from './jsm/loaders/KTX2Loader.js';
import { MeshoptDecoder } from './jsm/libs/meshopt_decoder.module.js';
let camera, scene, renderer;
init();
render();
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 90, 0 );
scene = new THREE.Scene();
const ktx2Loader = new KTX2Loader().detectSupport( renderer );
new RGBELoader()
.setDataType( THREE.UnsignedByteType )
.setPath( 'textures/equirectangular/' )
.load( 'royal_esplanade_1k.hdr', function ( texture ) {
const envMap = pmremGenerator.fromEquirectangular( texture ).texture;
scene.background = envMap;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
render();
// model
const loader = new GLTFLoader().setPath( 'models/gltf/' );
loader.setKTX2Loader( ktx2Loader );
loader.setMeshoptDecoder( MeshoptDecoder );
// coffeemat.glb was produced from the source scene using gltfpack:
// gltfpack -i coffeemat/scene.gltf -o coffeemat.glb -cc -tc
// The resulting model uses EXT_meshopt_compression (for geometry) and KHR_texture_basisu (for texture compression using ETC1S/BasisLZ)
loader.load( 'coffeemat.glb', function ( gltf ) {
scene.add( gltf.scene );
render();
} );
} );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
pmremGenerator.compileEquirectangularShader();
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.minDistance = 500;
controls.maxDistance = 1000;
controls.target.set( 10, 76, -16 );
controls.update();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
//
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
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