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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 };