Buckets:
| 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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