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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
- * @three_import import { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js';
- */
- 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 intensity 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 };
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