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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Loader] →
- <h1>[name]</h1>
- <p class="desc">
- A loader for loading an [page:Image] as an
- [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]. An ImageBitmap provides an asynchronous and resource
- efficient pathway to prepare textures for rendering in WebGL.<br />
- Unlike [page:FileLoader], [name] does not avoid multiple concurrent
- requests to the same URL.
- </p>
- <p>
- Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with
- [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
- [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]
- needs these configuration on bitmap creation unlike regular
- images need them on uploading to GPU. You need to set the equivalent
- options via [page:ImageBitmapLoader.setOptions] instead. Refer to
- [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
- </p>
- <h2>Code Example</h2>
- <code>
- // instantiate a loader
- const loader = new THREE.ImageBitmapLoader();
- // set options if needed
- loader.setOptions( { imageOrientation: 'flipY' } );
- // load a image resource
- loader.load(
- // resource URL
- 'textures/skyboxsun25degtest.png',
- // onLoad callback
- function ( imageBitmap ) {
- const texture = new THREE.CanvasTexture( imageBitmap );
- const material = new THREE.MeshBasicMaterial( { map: texture } );
- },
- // onProgress callback currently not supported
- undefined,
- // onError callback
- function ( err ) {
- console.log( 'An error happened' );
- }
- );
- </code>
- <h2>Examples</h2>
- <p>[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]</p>
- <h2>Constructor</h2>
- <h3>[name]( [param:LoadingManager manager] )</h3>
- <p>
- [page:LoadingManager manager] — The [page:LoadingManager loadingManager]
- for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Loader] class for common properties.</p>
- <h3>[property:Boolean isImageBitmapLoader]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h3>[property:String options]</h3>
- <p>
- An optional object that sets options for the internally used
- [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap]
- factory method. Default is `undefined`.
- </p>
- <h2>Methods</h2>
- <p>See the base [page:Loader] class for common methods.</p>
- <h3>
- [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )
- </h3>
- <p>
- [page:String url] — the path or URL to the file. This can also be a
- [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
- [page:Function onLoad] — Will be called when load completes. The argument
- will be the loaded [page:Image image].<br />
- [page:Function onProgress] (optional) — This callback function is
- currently not supported.<br />
- [page:Function onError] (optional) — Will be called when load errors.<br />
- </p>
- <p>
- Begin loading from url and return the [page:ImageBitmap image] object that
- will contain the data.
- </p>
- <h3>[method:this setOptions]( [param:Object options] )</h3>
- <p>
- Sets the options object for
- [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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