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 };