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 }; |