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three

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JavaScript 3D library

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import { DataTexture, FloatType, MathUtils, RedFormat, ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { DigitalGlitch } from '../shaders/DigitalGlitch.js'; /** * Pass for creating a glitch effect. * * ```js * const glitchPass = new GlitchPass(); * composer.addPass( glitchPass ); * ``` * * @augments Pass */ class GlitchPass extends Pass { /** * Constructs a new glitch pass. * * @param {number} [dt_size=64] - The size of the displacement texture * for digital glitch squares. */ constructor( dt_size = 64 ) { super(); /** * The pass uniforms. * * @type {Object} */ this.uniforms = UniformsUtils.clone( DigitalGlitch.uniforms ); /** * The pass material. * * @type {ShaderMaterial} */ this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: DigitalGlitch.vertexShader, fragmentShader: DigitalGlitch.fragmentShader } ); /** * Whether to noticeably increase the effect instensity or not. * * @type {boolean} * @default false */ this.goWild = false; // internals this._heightMap = this._generateHeightmap( dt_size ); this.uniforms[ 'tDisp' ].value = this.heightMap; this._fsQuad = new FullScreenQuad( this.material ); this._curF = 0; this._randX = 0; this._generateTrigger(); } /** * Performs the glitch pass. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ 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 ); } } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ dispose() { this.material.dispose(); this.heightMap.dispose(); this._fsQuad.dispose(); } // internals _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 };