mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
114 lines
3.1 KiB
JavaScript
Executable File
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;
|
|
}
|
|
}; |