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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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117 lines
2.9 KiB
117 lines
2.9 KiB
import { |
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DataTexture, |
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FloatType, |
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MathUtils, |
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RGBFormat, |
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ShaderMaterial, |
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UniformsUtils |
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} from 'three'; |
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import { Pass, FullScreenQuad } from './Pass.js'; |
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import { DigitalGlitch } from '../shaders/DigitalGlitch.js'; |
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class GlitchPass extends Pass { |
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constructor( dt_size = 64 ) { |
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super(); |
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if ( DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on DigitalGlitch' ); |
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const shader = DigitalGlitch; |
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this.uniforms = UniformsUtils.clone( shader.uniforms ); |
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this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size ); |
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this.material = new ShaderMaterial( { |
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uniforms: this.uniforms, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader |
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} ); |
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this.fsQuad = new FullScreenQuad( this.material ); |
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this.goWild = false; |
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this.curF = 0; |
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this.generateTrigger(); |
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} |
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { |
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; |
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this.uniforms[ 'seed' ].value = Math.random();//default seeding |
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this.uniforms[ 'byp' ].value = 0; |
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if ( this.curF % this.randX == 0 || this.goWild == true ) { |
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this.uniforms[ 'amount' ].value = Math.random() / 30; |
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this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI ); |
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 ); |
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this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 ); |
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 ); |
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this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 ); |
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this.curF = 0; |
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this.generateTrigger(); |
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} else if ( this.curF % this.randX < this.randX / 5 ) { |
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this.uniforms[ 'amount' ].value = Math.random() / 90; |
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this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI ); |
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 ); |
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this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 ); |
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 ); |
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this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 ); |
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} else if ( this.goWild == false ) { |
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this.uniforms[ 'byp' ].value = 1; |
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} |
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this.curF ++; |
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if ( this.renderToScreen ) { |
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renderer.setRenderTarget( null ); |
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this.fsQuad.render( renderer ); |
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} else { |
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renderer.setRenderTarget( writeBuffer ); |
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if ( this.clear ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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generateTrigger() { |
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this.randX = MathUtils.randInt( 120, 240 ); |
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} |
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generateHeightmap( dt_size ) { |
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const data_arr = new Float32Array( dt_size * dt_size * 3 ); |
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const length = dt_size * dt_size; |
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for ( let i = 0; i < length; i ++ ) { |
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const val = MathUtils.randFloat( 0, 1 ); |
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data_arr[ i * 3 + 0 ] = val; |
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data_arr[ i * 3 + 1 ] = val; |
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data_arr[ i * 3 + 2 ] = val; |
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} |
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const texture = new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType ); |
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texture.needsUpdate = true; |
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return texture; |
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} |
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} |
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export { GlitchPass };
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