This commit is contained in:
2026-06-14 19:09:18 +01:00
parent 14bd1a9271
commit 13fa90a0e9
3958 changed files with 999286 additions and 4 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 536 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 888 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

+128
View File
@@ -0,0 +1,128 @@
/**
* Transcodes DXT into RGB565.
* This is an optimized version of dxtToRgb565Unoptimized() below.
* Optimizations:
* 1. Use integer math to compute c2 and c3 instead of floating point
* math. Specifically:
* c2 = 5/8 * c0 + 3/8 * c1
* c3 = 3/8 * c0 + 5/8 * c1
* This is about a 40% performance improvement. It also appears to
* match what hardware DXT decoders do, as the colors produced
* by this integer math match what hardware produces, while the
* floating point in dxtToRgb565Unoptimized() produce slightly
* different colors (for one GPU this was tested on).
* 2. Unroll the inner loop. Another ~10% improvement.
* 3. Compute r0, g0, b0, r1, g1, b1 only once instead of twice.
* Another 10% improvement.
* 4. Use a Uint16Array instead of a Uint8Array. Another 10% improvement.
* @param {Uint16Array} src The src DXT bits as a Uint16Array.
* @param {number} srcByteOffset
* @param {number} width
* @param {number} height
* @return {Uint16Array} dst
*/
function dxtToRgb565(src, src16Offset, width, height) {
var c = new Uint16Array(4);
var dst = new Uint16Array(width * height);
var nWords = (width * height) / 4;
var m = 0;
var dstI = 0;
var i = 0;
var r0 = 0, g0 = 0, b0 = 0, r1 = 0, g1 = 0, b1 = 0;
var blockWidth = width / 4;
var blockHeight = height / 4;
for (var blockY = 0; blockY < blockHeight; blockY++) {
for (var blockX = 0; blockX < blockWidth; blockX++) {
i = src16Offset + 4 * (blockY * blockWidth + blockX);
c[0] = src[i];
c[1] = src[i + 1];
r0 = c[0] & 0x1f;
g0 = c[0] & 0x7e0;
b0 = c[0] & 0xf800;
r1 = c[1] & 0x1f;
g1 = c[1] & 0x7e0;
b1 = c[1] & 0xf800;
// Interpolate between c0 and c1 to get c2 and c3.
// Note that we approximate 1/3 as 3/8 and 2/3 as 5/8 for
// speed. This also appears to be what the hardware DXT
// decoder in many GPUs does :)
// rg FIXME: This is most likely leading to wrong results vs. a GPU
c[2] = ((5 * r0 + 3 * r1) >> 3)
| (((5 * g0 + 3 * g1) >> 3) & 0x7e0)
| (((5 * b0 + 3 * b1) >> 3) & 0xf800);
c[3] = ((5 * r1 + 3 * r0) >> 3)
| (((5 * g1 + 3 * g0) >> 3) & 0x7e0)
| (((5 * b1 + 3 * b0) >> 3) & 0xf800);
m = src[i + 2];
dstI = (blockY * 4) * width + blockX * 4;
dst[dstI] = c[m & 0x3];
dst[dstI + 1] = c[(m >> 2) & 0x3];
dst[dstI + 2] = c[(m >> 4) & 0x3];
dst[dstI + 3] = c[(m >> 6) & 0x3];
dstI += width;
dst[dstI] = c[(m >> 8) & 0x3];
dst[dstI + 1] = c[(m >> 10) & 0x3];
dst[dstI + 2] = c[(m >> 12) & 0x3];
dst[dstI + 3] = c[(m >> 14)];
m = src[i + 3];
dstI += width;
dst[dstI] = c[m & 0x3];
dst[dstI + 1] = c[(m >> 2) & 0x3];
dst[dstI + 2] = c[(m >> 4) & 0x3];
dst[dstI + 3] = c[(m >> 6) & 0x3];
dstI += width;
dst[dstI] = c[(m >> 8) & 0x3];
dst[dstI + 1] = c[(m >> 10) & 0x3];
dst[dstI + 2] = c[(m >> 12) & 0x3];
dst[dstI + 3] = c[(m >> 14)];
}
}
return dst;
}
/**
* An unoptimized version of dxtToRgb565. Also, the floating
* point math used to compute the colors actually results in
* slightly different colors compared to hardware DXT decoders.
* @param {Uint8Array} src
* @param {number} srcByteOffset
* @param {number} width
* @param {number} height
* @return {Uint16Array} dst
*/
function dxtToRgb565Unoptimized(src, srcByteOffset, width, height) {
var c = new Uint16Array(4);
var dst = new Uint16Array(width * height);
var nWords = (width * height) / 4;
var blockWidth = width / 4;
var blockHeight = height / 4;
for (var blockY = 0; blockY < blockHeight; blockY++) {
for (var blockX = 0; blockX < blockWidth; blockX++) {
var i = srcByteOffset + 8 * (blockY * blockWidth + blockX);
c[0] = src[i] | (src[i + 1] << 8);
c[1] = src[i + 2] | (src[i + 3] << 8);
c[2] = (2 * (c[0] & 0x1f) + 1 * (c[1] & 0x1f)) / 3
| (((2 * (c[0] & 0x7e0) + 1 * (c[1] & 0x7e0)) / 3) & 0x7e0)
| (((2 * (c[0] & 0xf800) + 1 * (c[1] & 0xf800)) / 3) & 0xf800);
c[3] = (2 * (c[1] & 0x1f) + 1 * (c[0] & 0x1f)) / 3
| (((2 * (c[1] & 0x7e0) + 1 * (c[0] & 0x7e0)) / 3) & 0x7e0)
| (((2 * (c[1] & 0xf800) + 1 * (c[0] & 0xf800)) / 3) & 0xf800);
for (var row = 0; row < 4; row++) {
var m = src[i + 4 + row];
var dstI = (blockY * 4 + row) * width + blockX * 4;
dst[dstI++] = c[m & 0x3];
dst[dstI++] = c[(m >> 2) & 0x3];
dst[dstI++] = c[(m >> 4) & 0x3];
dst[dstI++] = c[(m >> 6) & 0x3];
}
}
}
return dst;
}
+595
View File
@@ -0,0 +1,595 @@
<html>
<head>
<script src="renderer.js"></script>
<script src="dxt-to-rgb565.js"></script>
<script src="../encoder/build/basis_encoder.js"></script>
<script type="text/javascript">
function log(s) {
var div = document.createElement('div');
div.innerHTML = s;
document.getElementById('logger').appendChild(div);
}
function logTime(desc, t) {
log(t + 'ms ' + desc);
}
function isDef(v) {
return typeof v != 'undefined';
}
function elem(id) {
return document.getElementById(id);
}
formatTable = function(rows) {
var colLengths = [];
for (var i = 0; i < rows.length; i++) {
var row = rows[i];
for (var j = 0; j < row.length; j++) {
if (colLengths.length <= j) colLengths.push(0);
if (colLengths[j] < row[j].length) colLengths[j] = row[j].length;
}
}
function formatRow(row) {
var parts = [];
for (var i = 0; i < colLengths.length; i++) {
var s = row.length > i ? row[i] : '';
var padding = (new Array(1 + colLengths[i] - s.length)).join(' ');
if (s && s[0] >= '0' && s[0] <= '9') {
// Right-align numbers.
parts.push(padding + s);
} else {
parts.push(s + padding);
}
}
return parts.join(' | ');
}
var width = 0;
for (var i = 0; i < colLengths.length; i++) {
width += colLengths[i];
// Add another 3 for the separator.
if (i != 0) width += 3;
}
var lines = [];
lines.push(formatRow(rows[0]));
lines.push((new Array(width + 1)).join('-'));
for (var i = 1; i < rows.length; i++) {
lines.push(formatRow(rows[i]));
}
return lines.join('\n');
};
function loadArrayBuffer(uri, callback) {
log('Loading ' + uri + '...');
var xhr = new XMLHttpRequest();
xhr.responseType = "arraybuffer";
xhr.open('GET', uri, true);
xhr.onreadystatechange = function(e) {
if (xhr.readyState == 4 && xhr.status == 200) {
callback(xhr.response);
}
}
xhr.send(null);
}
// ASTC format, from:
// https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/
COMPRESSED_RGBA_ASTC_4x4_KHR = 0x93B0;
// DXT formats, from:
// http://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0;
COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83F1;
COMPRESSED_RGBA_S3TC_DXT3_EXT = 0x83F2;
COMPRESSED_RGBA_S3TC_DXT5_EXT = 0x83F3;
// BC7 format, from:
// https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/
COMPRESSED_RGBA_BPTC_UNORM = 0x8E8C;
// ETC format, from:
// https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
COMPRESSED_RGB_ETC1_WEBGL = 0x8D64;
// PVRTC format, from:
// https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00;
COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02;
// Same as the Module.transcoder_texture_format enum
BASIS_FORMAT = {
cTFETC1: 0,
cTFETC2: 1,
cTFBC1: 2,
cTFBC3: 3,
cTFBC4: 4,
cTFBC5: 5,
cTFBC7: 6,
cTFPVRTC1_4_RGB: 8,
cTFPVRTC1_4_RGBA: 9,
cTFASTC_4x4: 10,
cTFATC_RGB: 11,
cTFATC_RGBA_INTERPOLATED_ALPHA: 12,
cTFRGBA32: 13,
cTFRGB565: 14,
cTFBGR565: 15,
cTFRGBA4444: 16,
cTFFXT1_RGB: 17,
cTFPVRTC2_4_RGB: 18,
cTFPVRTC2_4_RGBA: 19,
cTFETC2_EAC_R11: 20,
cTFETC2_EAC_RG11: 21
};
BASIS_FORMAT_NAMES = {};
for (var name in BASIS_FORMAT) {
BASIS_FORMAT_NAMES[BASIS_FORMAT[name]] = name;
}
DXT_FORMAT_MAP = {};
DXT_FORMAT_MAP[BASIS_FORMAT.cTFBC1] = COMPRESSED_RGB_S3TC_DXT1_EXT;
DXT_FORMAT_MAP[BASIS_FORMAT.cTFBC3] = COMPRESSED_RGBA_S3TC_DXT5_EXT;
DXT_FORMAT_MAP[BASIS_FORMAT.cTFBC7] = COMPRESSED_RGBA_BPTC_UNORM;
var astcSupported = false;
var etcSupported = false;
var dxtSupported = false;
var bc7Supported = false;
var pvrtcSupported = false;
var drawMode = 0;
var tex, width, height, images, levels, have_alpha, alignedWidth, alignedHeight, format, displayWidth, displayHeight;
function redraw()
{
if (!width)
return;
renderer.drawTexture(tex, displayWidth, displayHeight, drawMode);
}
function dumpBasisFileDesc(basisFile)
{
var basisFileDesc = basisFile.getFileDesc();
log('------');
log('getFileDesc():');
log('version: ' + basisFileDesc.version);
log('us per frame: ' + basisFileDesc.usPerFrame);
log('total images: ' + basisFileDesc.totalImages);
log('userdata0: ' + basisFileDesc.userdata0 + ' userdata1: ' + basisFileDesc.userdata1);
log('texFormat: ' + basisFileDesc.texFormat);
log('yFlipped: ' + basisFileDesc.yFlipped + ' hasAlphaSlices: ' + basisFileDesc.hasAlphaSlices);
if (basisFileDesc.texFormat == Module.basis_tex_format.cETC1S.value)
{
log('numEndpoints: ' + basisFileDesc.numEndpoints);
log('endpointPaletteOfs: ' + basisFileDesc.endpointPaletteOfs);
log('endpointPaletteLen: ' + basisFileDesc.endpointPaletteLen);
log('numSelectors: ' + basisFileDesc.numSelectors);
log('selectorPaletteOfs: ' + basisFileDesc.selectorPaletteOfs);
log('selectorPaletteLen: ' + basisFileDesc.selectorPaletteLen);
log('tablesOfs: ' + basisFileDesc.tablesOfs);
log('tablesLen: ' + basisFileDesc.tablesLen);
}
log('------');
log('getImageDesc() for all images:');
var image_index;
for (image_index = 0; image_index < basisFileDesc.totalImages; image_index++)
{
log('image: ' + image_index);
var basisImageDesc = basisFile.getImageDesc(image_index);
log('origWidth: ' + basisImageDesc.origWidth + ' origWidth: ' + basisImageDesc.origHeight);
log('numBlocksX: ' + basisImageDesc.numBlocksX + ' origWidth: ' + basisImageDesc.numBlocksY);
log('numLevels: ' + basisImageDesc.numLevels);
log('alphaFlag: ' + basisImageDesc.alphaFlag + ' iframeFlag: ' + basisImageDesc.iframeFlag);
log('getImageLevelDesc() for all mipmap levels:');
var level_index;
for (level_index = 0; level_index < basisImageDesc.numLevels; level_index++)
{
var basisImageLevelDesc = basisFile.getImageLevelDesc(image_index, level_index);
log('level: ' + level_index +
' rgb_file_offset: ' + basisImageLevelDesc.rgbFileOfs + ' rgb_file_len: ' + basisImageLevelDesc.rgbFileLen);
if (basisFileDesc.hasAlphaSlices)
log('alpha_file_offset: ' + basisImageLevelDesc.alphaFileOfs + ' alpha_file_len: ' + basisImageLevelDesc.alphaFileLen);
}
}
log('------');
}
function dataLoaded(data)
{
log('Done loading .basis file, decoded header:');
const { BasisFile, initializeBasis, encodeBasisTexture } = Module;
initializeBasis();
const startTime = performance.now();
const basisFile = new BasisFile(new Uint8Array(data));
width = basisFile.getImageWidth(0, 0);
height = basisFile.getImageHeight(0, 0);
images = basisFile.getNumImages();
levels = basisFile.getNumLevels(0);
has_alpha = basisFile.getHasAlpha();
dumpBasisFileDesc(basisFile);
if (!width || !height || !images || !levels) {
console.warn('Invalid .basis file');
basisFile.close();
basisFile.delete();
return;
}
// Note: If the file is UASTC, the preferred formats are ASTC/BC7.
// If the file is ETC1S and doesn't have alpha, the preferred formats are ETC1 and BC1. For alpha, the preferred formats are ETC2, BC3 or BC7.
var formatString = 'UNKNOWN';
if (astcSupported)
{
formatString = 'ASTC';
format = BASIS_FORMAT.cTFASTC_4x4;
}
else if (bc7Supported)
{
formatString = 'BC7';
format = BASIS_FORMAT.cTFBC7;
}
else if (dxtSupported)
{
if (has_alpha)
{
formatString = 'BC3';
format = BASIS_FORMAT.cTFBC3;
}
else
{
formatString = 'BC1';
format = BASIS_FORMAT.cTFBC1;
}
}
else if (pvrtcSupported)
{
if (has_alpha)
{
formatString = 'PVRTC1_RGBA';
format = BASIS_FORMAT.cTFPVRTC1_4_RGBA;
}
else
{
formatString = 'PVRTC1_RGB';
format = BASIS_FORMAT.cTFPVRTC1_4_RGB;
}
if (
((width & (width - 1)) != 0) || ((height & (height - 1)) != 0)
)
{
log('ERROR: PVRTC1 requires square power of 2 textures');
}
if (width != height)
{
log('ERROR: PVRTC1 requires square power of 2 textures');
}
}
else if (etcSupported)
{
formatString = 'ETC1';
format = BASIS_FORMAT.cTFETC1;
}
else
{
formatString = 'RGB565';
format = BASIS_FORMAT.cTFRGB565;
log('Decoding .basis data to 565');
}
elem('format').innerText = formatString;
if (!basisFile.startTranscoding()) {
log('startTranscoding failed');
console.warn('startTranscoding failed');
basisFile.close();
basisFile.delete();
return;
}
const dstSize = basisFile.getImageTranscodedSizeInBytes(0, 0, format);
const dst = new Uint8Array(dstSize);
//log(dstSize);
// if (!basisFile.transcodeImage(dst, 0, 0, format, 1, 0)) {
if (!basisFile.transcodeImage(dst, 0, 0, format, 0, 0)) {
log('basisFile.transcodeImage failed');
console.warn('transcodeImage failed');
basisFile.close();
basisFile.delete();
return;
}
const elapsed = performance.now() - startTime;
basisFile.close();
basisFile.delete();
log('width: ' + width);
log('height: ' + height);
log('images: ' + images);
log('first image mipmap levels: ' + levels);
log('has_alpha: ' + has_alpha);
logTime('transcoding time', elapsed.toFixed(2));
alignedWidth = (width + 3) & ~3;
alignedHeight = (height + 3) & ~3;
displayWidth = alignedWidth;
displayHeight = alignedHeight;
var canvas = elem('canvas');
canvas.width = alignedWidth;
canvas.height = alignedHeight;
if (format === BASIS_FORMAT.cTFASTC_4x4)
{
tex = renderer.createCompressedTexture(dst, alignedWidth, alignedHeight, COMPRESSED_RGBA_ASTC_4x4_KHR);
}
else if ((format === BASIS_FORMAT.cTFBC3) || (format === BASIS_FORMAT.cTFBC1) || (format == BASIS_FORMAT.cTFBC7))
{
tex = renderer.createCompressedTexture(dst, alignedWidth, alignedHeight, DXT_FORMAT_MAP[format]);
}
else if (format === BASIS_FORMAT.cTFETC1)
{
tex = renderer.createCompressedTexture(dst, alignedWidth, alignedHeight, COMPRESSED_RGB_ETC1_WEBGL);
}
else if (format === BASIS_FORMAT.cTFPVRTC1_4_RGB)
{
tex = renderer.createCompressedTexture(dst, alignedWidth, alignedHeight, COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
}
else if (format === BASIS_FORMAT.cTFPVRTC1_4_RGBA)
{
tex = renderer.createCompressedTexture(dst, alignedWidth, alignedHeight, COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
}
else
{
canvas.width = width;
canvas.height = height;
displayWidth = width;
displayHeight = height;
// Create 565 texture.
var dstTex = new Uint16Array(width * height);
// Convert the array of bytes to an array of uint16's.
var pix = 0;
for (var y = 0; y < height; y++)
for (var x = 0; x < width; x++, pix++)
dstTex[pix] = dst[2 * pix + 0] | (dst[2 * pix + 1] << 8);
tex = renderer.createRgb565Texture(dstTex, width, height);
}
redraw();
}
function download_file(filename, body)
{
var element = document.createElement('a');
//element.setAttribute('href', 'data:text/plain;charset=utf-8,' + encodeURIComponent(text));
const blob = new Blob([body]);
const url = URL.createObjectURL(blob);
element.setAttribute('href', url);
element.setAttribute('download', filename);
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
var encodedBasisFile;
function PNGDataLoaded(data)
{
const { BasisFile, BasisEncoder, initializeBasis, encodeBasisTexture } = Module;
initializeBasis();
// Create a destination buffer to hold the compressed .basis file data. If this buffer isn't large enough compression will fail.
var basisFileData = new Uint8Array(1024*1024*10);
var num_output_bytes;
// Compress using the BasisEncoder class.
log('BasisEncoder::encode() started:');
const basisEncoder = new BasisEncoder();
const qualityLevel = parseInt(elem('EncodeQuality').value, 10);
const uastcFlag = elem('EncodeUASTC').checked;
basisEncoder.setSliceSourceImage(0, new Uint8Array(data), 0, 0, true);
basisEncoder.setDebug(elem('Debug').checked);
basisEncoder.setComputeStats(elem('ComputeStats').checked);
basisEncoder.setPerceptual(elem('SRGB').checked);
basisEncoder.setMipSRGB(elem('SRGB').checked);
basisEncoder.setQualityLevel(qualityLevel);
basisEncoder.setUASTC(uastcFlag);
basisEncoder.setMipGen(elem('Mipmaps').checked);
if (!uastcFlag)
log('Encoding at ETC1S quality level ' + qualityLevel);
const startTime = performance.now();
num_output_bytes = basisEncoder.encode(basisFileData);
const elapsed = performance.now() - startTime;
logTime('encoding time', elapsed.toFixed(2));
var actualBasisFileData = new Uint8Array(basisFileData.buffer, 0, num_output_bytes);
basisEncoder.delete();
if (num_output_bytes == 0)
{
log('encodeBasisTexture() failed!');
}
else
{
log('encodeBasisTexture() succeeded, output size ' + num_output_bytes);
encodedBasisFile = actualBasisFileData;
//download("test.basis", actualBasisFileData);
}
if (num_output_bytes != 0)
{
dataLoaded(actualBasisFileData);
}
}
function runLoadFile() {
elem('logger').innerHTML = '';
loadArrayBuffer(elem('file').value, dataLoaded);
}
function runEncodePNGFile() {
elem('logger').innerHTML = '';
loadArrayBuffer(elem('pngfile').value, PNGDataLoaded);
}
function alphaBlend() { drawMode = 0; redraw(); }
function viewRGB() { drawMode = 1; redraw(); }
function viewAlpha() { drawMode = 2; redraw(); }
function downloadEncodedFile()
{
if (encodedBasisFile)
{
if (encodedBasisFile.length)
download_file("encoded_file.basis", encodedBasisFile);
}
}
</script>
</head>
<body>
<br>
<div style="font-size: 24pt; font-weight: bold">
Basis Universal compressed texture transcoding and encoding test
</div>
<br>This demo uses the Basis C++ transcoder (compiled to Javascript using Emscripten) to transcode a .basis file to <b id='format'>FORMAT</b>
<br>Thanks to Evan Parker for providing <a href="https://github.com/toji/webgl-texture-utils">webgl-texture-utils</a> and this test bed.
<br>
<br>
.basis file:
<input id="file" type="text" size=30 value="assets/kodim26_uastc_1024.basis"></input>
<input type="button" value="Transcode!" onclick="runLoadFile()"></input>
<br>
<br>
.png file:
<input id="pngfile" type="text" size=30 value="assets/kodim18_64x64.png"></input>
<input type="button" value="Encode!" onclick="runEncodePNGFile()"></input>
<br>
<input type="button" value="Download Encoded .basis File" onclick="downloadEncodedFile()">
<br>
Debug:
<input type="checkbox" id="Debug">
<br>
Compute Stats:
<input type="checkbox" id="ComputeStats">
<br>
sRGB:
<input type="checkbox" id="SRGB">
<br>
Mipmaps:
<input type="checkbox" id="Mipmaps">
<br>
UASTC:
<input type="checkbox" id="EncodeUASTC">
<br>
ETC1S Quality:
<input type="range" min="1" max="255" value="10" class="slider" id="EncodeQuality">
<br>
<br>
<input type="button" value="Alpha blend" onclick="alphaBlend()"></input>
<input type="button" value="View RGB" onclick="viewRGB()"></input>
<input type="button" value="View Alpha" onclick="viewAlpha()"></input>
<div style="position:absolute; left: 525px; top:130px; font-size: 20pt; font-weight: bold; color: red">
<div id="no-compressed-tex" style="display: none; width: 768px; font-size: 20pt; font-weight: bold; color: red">
NOTE: Your browser does not support several compressed texture format, so using RGB565.
</div>
<canvas id='canvas'></canvas>
</div>
<br><br>
<div id='logger'></div>
</body>
<script>
BASIS({onRuntimeInitialized : () => {
elem('SRGB').checked = true;
var gl = elem('canvas').getContext('webgl');
astcSupported = !!gl.getExtension('WEBGL_compressed_texture_astc');
etcSupported = !!gl.getExtension('WEBGL_compressed_texture_etc1');
dxtSupported = !!gl.getExtension('WEBGL_compressed_texture_s3tc');
pvrtcSupported = !!(gl.getExtension('WEBGL_compressed_texture_pvrtc')) || !!(gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'));
bc7Supported = !!gl.getExtension('EXT_texture_compression_bptc');
// HACK HACK - for testing uncompressed
//astcSupported = false;
//etcSupported = false;
//dxtSupported = false;
//bc7Supported = false;
//pvrtcSupported = false;
window.renderer = new Renderer(gl);
elem('file').addEventListener('keydown', function(e) {
if (e.keyCode == 13) {
runLoadFile();
}
}, false);
if (!(astcSupported || etcSupported || dxtSupported || pvrtcSupported))
{
// elem('nodxt').style.display = 'block';
}
runLoadFile();
}}).then(module => window.Module = module);
</script>
</html>
Binary file not shown.

After

Width:  |  Height:  |  Size: 128 KiB

+246
View File
@@ -0,0 +1,246 @@
/**
* Constructs a renderer object.
* @param {WebGLRenderingContext} gl The GL context.
* @constructor
*/
var Renderer = function(gl) {
/**
* The GL context.
* @type {WebGLRenderingContext}
* @private
*/
this.gl_ = gl;
/**
* The WebGLProgram.
* @type {WebGLProgram}
* @private
*/
this.program_ = gl.createProgram();
/**
* @type {WebGLShader}
* @private
*/
this.vertexShader_ = this.compileShader_(
Renderer.vertexShaderSource_, gl.VERTEX_SHADER);
/**
* @type {WebGLShader}
* @private
*/
this.fragmentShader_ = this.compileShader_(
Renderer.fragmentShaderSource_, gl.FRAGMENT_SHADER);
/**
* Cached uniform locations.
* @type {Object.<string, WebGLUniformLocation>}
* @private
*/
this.uniformLocations_ = {};
/**
* Cached attribute locations.
* @type {Object.<string, WebGLActiveInfo>}
* @private
*/
this.attribLocations_ = {};
/**
* A vertex buffer containing a single quad with xy coordinates from [-1,-1]
* to [1,1] and uv coordinates from [0,0] to [1,1].
* @private
*/
this.quadVertexBuffer_ = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVertexBuffer_);
var vertices = new Float32Array(
[-1.0, -1.0, 0.0, 1.0,
+1.0, -1.0, 1.0, 1.0,
-1.0, +1.0, 0.0, 0.0,
1.0, +1.0, 1.0, 0.0]);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// init shaders
gl.attachShader(this.program_, this.vertexShader_);
gl.attachShader(this.program_, this.fragmentShader_);
gl.bindAttribLocation(this.program_, 0, 'vert');
gl.linkProgram(this.program_);
gl.useProgram(this.program_);
gl.enableVertexAttribArray(0);
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
var count = gl.getProgramParameter(this.program_, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < /** @type {number} */(count); i++) {
var info = gl.getActiveUniform(this.program_, i);
var result = gl.getUniformLocation(this.program_, info.name);
this.uniformLocations_[info.name] = result;
}
count = gl.getProgramParameter(this.program_, gl.ACTIVE_ATTRIBUTES);
for (var i = 0; i < /** @type {number} */(count); i++) {
var info = gl.getActiveAttrib(this.program_, i);
var result = gl.getAttribLocation(this.program_, info.name);
this.attribLocations_[info.name] = result;
}
};
Renderer.prototype.finishInit = function() {
this.draw();
};
Renderer.prototype.createDxtTexture = function(dxtData, width, height, format) {
var gl = this.gl_;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
format,
width,
height,
0,
dxtData);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
//gl.generateMipmap(gl.TEXTURE_2D)
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
};
Renderer.prototype.createCompressedTexture = function(data, width, height, format) {
var gl = this.gl_;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
format,
width,
height,
0,
data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
//gl.generateMipmap(gl.TEXTURE_2D)
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
};
Renderer.prototype.createRgb565Texture = function(rgb565Data, width, height) {
var gl = this.gl_;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGB,
width,
height,
0,
gl.RGB,
gl.UNSIGNED_SHORT_5_6_5,
rgb565Data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
//gl.generateMipmap(gl.TEXTURE_2D)
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
};
Renderer.prototype.drawTexture = function(texture, width, height, mode) {
var gl = this.gl_;
// draw scene
gl.clearColor(0, 0, 0, 1);
gl.clearDepth(1.0);
gl.viewport(0, 0, width, height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(this.uniformLocations_.texSampler, 0);
var x = 0.0;
var y = 0.0;
if (mode == 1)
x = 1.0;
else if (mode == 2)
y = 1.0;
gl.uniform4f(this.uniformLocations_.control, x, y, 0.0, 0.0);
gl.enableVertexAttribArray(this.attribLocations_.vert);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVertexBuffer_);
gl.vertexAttribPointer(this.attribLocations_.vert, 4, gl.FLOAT,
false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
/**
* Compiles a GLSL shader and returns a WebGLShader.
* @param {string} shaderSource The shader source code string.
* @param {number} type Either VERTEX_SHADER or FRAGMENT_SHADER.
* @return {WebGLShader} The new WebGLShader.
* @private
*/
Renderer.prototype.compileShader_ = function(shaderSource, type) {
var gl = this.gl_;
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
return shader;
};
/**
* @type {string}
* @private
*/
Renderer.vertexShaderSource_ = [
'attribute vec4 vert;',
'varying vec2 v_texCoord;',
'void main() {',
' gl_Position = vec4(vert.xy, 0.0, 1.0);',
' v_texCoord = vert.zw;',
'}'
].join('\n');
/**
* @type {string}
* @private ' gl_FragColor = texture2D(texSampler, v_texCoord);',
*/
Renderer.fragmentShaderSource_ = [
'precision highp float;',
'uniform sampler2D texSampler;',
'uniform vec4 control;',
'varying vec2 v_texCoord;',
'void main() {',
' vec4 c;',
' c = texture2D(texSampler, v_texCoord);',
' if (control.x > 0.0)',
' {',
' c.w = 1.0;',
' }',
' else if (control.y > 0.0)',
' {',
' c.rgb = c.aaa; c.w = 1.0;',
' }',
' gl_FragColor = c;',
'}'
].join('\n');