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GlitchPass.js
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GlitchPass.js
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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';
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 };