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three-stdlib

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stand-alone library of threejs examples

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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