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- import {
- DataTexture,
- FloatType,
- MathUtils,
- RGBFormat,
- ShaderMaterial,
- UniformsUtils
- } from '../../../build/three.module.js';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
- class GlitchPass extends Pass {
- constructor( dt_size = 64 ) {
- super();
- if ( DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on DigitalGlitch' );
- const shader = DigitalGlitch;
- this.uniforms = UniformsUtils.clone( shader.uniforms );
- this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );
- this.material = new ShaderMaterial( {
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- } );
- this.fsQuad = new FullScreenQuad( this.material );
- this.goWild = false;
- this.curF = 0;
- this.generateTrigger();
- }
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.uniforms[ 'seed' ].value = Math.random();//default seeding
- this.uniforms[ 'byp' ].value = 0;
- if ( this.curF % this.randX == 0 || this.goWild == true ) {
- this.uniforms[ 'amount' ].value = Math.random() / 30;
- this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
- this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
- this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
- this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
- this.curF = 0;
- this.generateTrigger();
- } else if ( this.curF % this.randX < this.randX / 5 ) {
- this.uniforms[ 'amount' ].value = Math.random() / 90;
- this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
- this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
- this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
- } else if ( this.goWild == false ) {
- this.uniforms[ 'byp' ].value = 1;
- }
- this.curF ++;
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- this.fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- this.fsQuad.render( renderer );
- }
- }
- generateTrigger() {
- this.randX = MathUtils.randInt( 120, 240 );
- }
- generateHeightmap( dt_size ) {
- const data_arr = new Float32Array( dt_size * dt_size * 3 );
- const length = dt_size * dt_size;
- for ( let i = 0; i < length; i ++ ) {
- const val = MathUtils.randFloat( 0, 1 );
- data_arr[ i * 3 + 0 ] = val;
- data_arr[ i * 3 + 1 ] = val;
- data_arr[ i * 3 + 2 ] = val;
- }
- return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
- }
- }
- export { GlitchPass };
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