three-stdlib
Version:
stand-alone library of threejs examples
86 lines (85 loc) • 3.47 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
import { Pass, FullScreenQuad } from "./Pass.js";
import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from "three";
import { DigitalGlitch } from "../shaders/DigitalGlitch.js";
class GlitchPass extends Pass {
constructor(dt_size = 64) {
super();
__publicField(this, "material");
__publicField(this, "fsQuad");
__publicField(this, "goWild");
__publicField(this, "curF");
__publicField(this, "randX");
__publicField(this, "uniforms");
this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms);
this.uniforms["tDisp"].value = this.generateHeightmap(dt_size);
this.material = new ShaderMaterial({
uniforms: this.uniforms,
vertexShader: DigitalGlitch.vertexShader,
fragmentShader: DigitalGlitch.fragmentShader
});
this.fsQuad = new FullScreenQuad(this.material);
this.goWild = false;
this.curF = 0;
this.generateTrigger();
}
render(renderer, writeBuffer, readBuffer) {
if (renderer.capabilities.isWebGL2 === false)
this.uniforms["tDisp"].value.format = LuminanceFormat;
this.uniforms["tDiffuse"].value = readBuffer.texture;
this.uniforms["seed"].value = Math.random();
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;
}
}
export {
GlitchPass
};
//# sourceMappingURL=GlitchPass.js.map