318 lines
12 KiB
JavaScript

(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
"use strict";
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
// -----------------------------------------------------------------------------
// Configuration
// -----------------------------------------------------------------------------
var conf = {
world: {
gravity: {
x: 0,
y: -100,
z: 0
},
camera: {
far: 10000,
y: 10,
z: 30
}
},
sphere: {
geometry: {
radius: 5,
widthSegments: 16,
heightSegments: 16
},
mass: 10,
material: {
color: 0xffffff,
kind: 'basic'
},
position: {
x: 0,
y: 50,
z: 0
}
},
plane: {
geometry: {
width: 250,
height: 250
},
mass: 0,
material: {
color: 0xff0000,
kind: "basic"
},
position: {
x: 0,
y: 0,
z: 0
},
rotation: {
x: -Math.PI / 2
}
},
rendering: {
renderTarget: {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
},
background: {
color: 0xffffff
}
},
postProcessor: {
renderTarget: {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
}
}
};
// -----------------------------------------------------------------------------
// Glitch Pass
// -----------------------------------------------------------------------------
var DigitalGlitchShader = {
uniforms: {
tDiffuse: { value: null }, //diffuse texture
tDisp: { value: null }, //displacement texture for digital glitch squares
byp: { value: 0 }, //apply the glitch ?
amount: { value: 0.08 },
angle: { value: 0.02 },
seed: { value: 0.02 },
seed_x: { value: 0.02 }, //-1,1
seed_y: { value: 0.02 }, //-1,1
distortion_x: { value: 0.5 },
distortion_y: { value: 0.6 },
col_s: { value: 0.05 }
},
vertexShader: "\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n ",
fragmentShader: "\n uniform int byp; //should we apply the glitch ?\n\n uniform sampler2D tDiffuse;\n uniform sampler2D tDisp;\n\n uniform float amount;\n uniform float angle;\n uniform float seed;\n uniform float seed_x;\n uniform float seed_y;\n uniform float distortion_x;\n uniform float distortion_y;\n uniform float col_s;\n\n varying vec2 vUv;\n\n\n float rand(vec2 co){\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main() {\n if(byp<1) {\n vec2 p = vUv;\n float xs = floor(gl_FragCoord.x / 0.5);\n float ys = floor(gl_FragCoord.y / 0.5);\n //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n vec4 normal = texture2D (tDisp, p*seed*seed);\n\n if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n if(seed_x>0.){\n p.y = 1. - (p.y + distortion_y);\n }\n else {\n p.y = distortion_y;\n }\n }\n\n if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n if(seed_y>0.){\n p.x=distortion_x;\n }\n else {\n p.x = 1. - (p.x + distortion_x);\n }\n }\n\n p.x+=normal.x*seed_x*(seed/5.);\n p.y+=normal.y*seed_y*(seed/5.);\n\n //base from RGB shift shader\n\n vec2 offset = amount * vec2( cos(angle), sin(angle));\n vec4 cr = texture2D(tDiffuse, p + offset);\n vec4 cga = texture2D(tDiffuse, p);\n vec4 cb = texture2D(tDiffuse, p - offset);\n gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\n //add noise\n vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n gl_FragColor = gl_FragColor+ snow;\n }\n else {\n gl_FragColor = texture2D (tDiffuse, vUv);\n }\n }\n "
};
var GlitchPass = function (_WHS$Pass) {
_inherits(GlitchPass, _WHS$Pass);
function GlitchPass(name, dt_size) {
_classCallCheck(this, GlitchPass);
var _this = _possibleConstructorReturn(this, (GlitchPass.__proto__ || Object.getPrototypeOf(GlitchPass)).call(this, name));
if (DigitalGlitchShader === undefined) console.error("THREE.GlitchPass relies on DigitalGlitchShader");
var shader = DigitalGlitchShader;
_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
});
_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();
return _this;
}
_createClass(GlitchPass, [{
key: "render",
value: function render(renderer, writeBuffer, readBuffer, delta, 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 = 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, this.clear);
}
}
}, {
key: "generateTrigger",
value: function generateTrigger() {
this.randX = THREE.Math.randInt(120, 240);
}
}, {
key: "generateHeightmap",
value: function generateHeightmap(dt_size) {
var data_arr = new Float32Array(dt_size * dt_size * 3);
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);
texture.needsUpdate = true;
return texture;
}
}]);
return GlitchPass;
}(WHS.Pass);
// -----------------------------------------------------------------------------
// Game class
// -----------------------------------------------------------------------------
var Game = function () {
function Game(options) {
_classCallCheck(this, Game);
this.options = options;
this.world = new WHS.World(options.world);
this.createPostProcessing();
this.createGeometry();
}
_createClass(Game, [{
key: "createPostProcessing",
value: function createPostProcessing() {
var computedWidth = Number(this.world.params.width * this.world.params.rWidth).toFixed();
var computedHeight = Number(this.world.params.height * this.world.params.rHeight).toFixed();
var renderingPluginParams = {
width: computedWidth,
height: computedHeight,
stats: this.world.params.stats,
init: {
stats: this.world.params.init.stats
},
background: {
color: 0xffffff
},
renderer: {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
}
};
this.postProcessor = new WHS.PostProcessor(renderingPluginParams, this.world);
this.world.renderingPlugin = this.postProcessor;
this.postProcessor.createRenderPass();
this.postProcessor.createPass(function (composer) {
var pass = new GlitchPass('Glitch');
pass.renderToScreen = true;
composer.addPass(pass);
});
}
}, {
key: "createGeometry",
value: function createGeometry() {
this.plane = new WHS.Plane(this.options.plane);
this.plane.addTo(this.world);
this.sphere = new WHS.Sphere(this.options.sphere);
this.sphere.addTo(this.world);
}
}, {
key: "start",
value: function start() {
this.world.start();
}
}]);
return Game;
}();
// -----------------------------------------------------------------------------
// Application bootstrap
// -----------------------------------------------------------------------------
var app = null;
function bootstrap() {
app.start();
}
function configure() {
return new Promise(function (resolve) {
// some async config fetch could be done from here
// ...
// Create a Game instance with its conf
app = new Game(conf);
resolve(true);
});
}
configure().then(function () {
return bootstrap();
});
},{}]},{},[1]);