107 lines
3.5 KiB
HTML
107 lines
3.5 KiB
HTML
<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Loader] →
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<h1>[name]</h1>
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<p class="desc">
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一个把[page:Image]加载为[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]的加载器。
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ImageBitmap提供了一种异步且有效的资源的途径,用于在WebGL中渲染的纹理。<br/>
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不像[page:FileLoader], [name]无需避免对同一的URL进行多次请求。
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</p>
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<p>
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Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
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[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] needs these configuration on bitmap creation
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unlike regular images need them on uploading to GPU. You need to set the equivalent options via [page:ImageBitmapLoader.setOptions]
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instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
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</p>
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<h2>代码示例</h2>
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<code>
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// 初始化一个加载器
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const loader = new THREE.ImageBitmapLoader();
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// set options if needed
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loader.setOptions( { imageOrientation: 'flipY' } );
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// 加载一个图片资源
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loader.load(
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// 资源的URL
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'textures/skyboxsun25degtest.png',
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// onLoad回调
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function ( imageBitmap ) {
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const texture = new THREE.CanvasTexture( imageBitmap );
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const material = new THREE.MeshBasicMaterial( { map: texture } );
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},
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// 目前暂不支持onProgress的回调
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undefined,
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// onError回调
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function ( err ) {
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console.log( 'An error happened' );
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}
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);
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</code>
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<h2>例子</h2>
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<p>
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[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
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</p>
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<h2>构造函数</h2>
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<h3>[name]( [param:LoadingManager manager] )</h3>
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<p>
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[page:LoadingManager manager] — 加载器使用的[page:LoadingManager loadingManager],默认为[page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
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创建一个新的[name].
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</p>
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<h2>属性</h2>
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<p>共有属性请参见其基类[page:Loader]。</p>
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<h3>[property:String options]</h3>
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<p>一个可选对象,用来设置内部使用的[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap]工厂方法,
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默认为*undefined*.</p>
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<h2>方法</h2>
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<p>共有方法请参见其基类[page:Loader]。</p>
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<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
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<p>
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[page:String url] — 文件的URL或者路径,也可以为
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[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
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[page:Function onLoad] — 加载完成时将调用。回调参数为将要加载的[page:Image image].<br />
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[page:Function onProgress] — 此回调函数暂时不支持<br />
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[page:Function onError] — 在加载错误时被调用。<br />
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</p>
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<p>
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从URL中进行加载,并返回将包含数据的[page:ImageBitmap image]对象。
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</p>
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<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
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<p>
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设置[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap]的选项对象。
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</p>
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<h2>源</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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