Doodle3D-Slicer/three.js-master/examples/js/postprocessing/GlitchPass.js
2015-06-12 15:58:26 +02:00

114 lines
3.1 KiB
JavaScript
Executable File

/**
*/
THREE.GlitchPass = function ( dt_size ) {
if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" );
var shader = THREE.DigitalGlitch;
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
if (dt_size == undefined) dt_size = 64;
this.uniforms[ "tDisp"].value = this.generateHeightmap(dt_size);
this.material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
});
console.log(this.material);
this.enabled = true;
this.renderToScreen = false;
this.needsSwap = true;
this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
this.scene = new THREE.Scene();
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
this.scene.add( this.quad );
this.goWild = false;
this.curF = 0;
this.generateTrigger();
};
THREE.GlitchPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta )
{
this.uniforms[ "tDiffuse" ].value = readBuffer;
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 = THREE.Math.randFloat(-Math.PI, Math.PI);
this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat(-1, 1);
this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat(-1, 1);
this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat(0, 1);
this.uniforms[ 'distortion_y' ].value = THREE.Math.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 = THREE.Math.randFloat(-Math.PI, Math.PI);
this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat(0, 1);
this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat(0, 1);
this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat(-0.3, 0.3);
this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat(-0.3, 0.3);
}
else if (this.goWild == false)
{
this.uniforms[ 'byp' ].value = 1;
}
this.curF ++;
this.quad.material = this.material;
if ( this.renderToScreen )
{
renderer.render( this.scene, this.camera );
}
else
{
renderer.render( this.scene, this.camera, writeBuffer, false );
}
},
generateTrigger:function()
{
this.randX = THREE.Math.randInt(120, 240);
},
generateHeightmap:function(dt_size)
{
var data_arr = new Float32Array( dt_size * dt_size * 3 );
console.log(dt_size);
var length = dt_size * dt_size;
for ( var i = 0; i < length; i ++)
{
var val = THREE.Math.randFloat(0, 1);
data_arr[ i * 3 + 0 ] = val;
data_arr[ i * 3 + 1 ] = val;
data_arr[ i * 3 + 2 ] = val;
}
var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
console.log(texture);
console.log(dt_size);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
texture.flipY = false;
return texture;
}
};