126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								import {
							 | 
						||
| 
								 | 
							
									DataTexture,
							 | 
						||
| 
								 | 
							
									FloatType,
							 | 
						||
| 
								 | 
							
									MathUtils,
							 | 
						||
| 
								 | 
							
									RedFormat,
							 | 
						||
| 
								 | 
							
									ShaderMaterial,
							 | 
						||
| 
								 | 
							
									UniformsUtils
							 | 
						||
| 
								 | 
							
								} from 'three';
							 | 
						||
| 
								 | 
							
								import { Pass, FullScreenQuad } from './Pass.js';
							 | 
						||
| 
								 | 
							
								import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class GlitchPass extends Pass {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( dt_size = 64 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const shader = DigitalGlitch;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.uniforms = UniformsUtils.clone( shader.uniforms );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.heightMap = this.generateHeightmap( dt_size );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.uniforms[ 'tDisp' ].value = this.heightMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										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 );
							 | 
						||
| 
								 | 
							
										const length = dt_size * dt_size;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const val = MathUtils.randFloat( 0, 1 );
							 | 
						||
| 
								 | 
							
											data_arr[ i ] = val;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
							 | 
						||
| 
								 | 
							
										texture.needsUpdate = true;
							 | 
						||
| 
								 | 
							
										return texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									dispose() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.material.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.heightMap.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { GlitchPass };
							 |