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Running
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 }; | |