2017-01-09 03:54:10 +02:00

291 lines
7.8 KiB
JavaScript

import * as UTILS from '../../globals';
// -----------------------------------------------------------------------------
// Configuration
// -----------------------------------------------------------------------------
const conf = {
world: {
...UTILS.$world,
physics: {
ammo: process.ammoPath
},
camera: {
far: 10000,
position: [0, 10, 30]
},
modules: {
rendering: false
}
},
sphere: {
geometry: {
radius: 3,
widthSegments: 16,
heightSegments: 16
},
mass: 10,
material: {
color: UTILS.$colors.mesh,
kind: 'phong'
},
position: {
y: 50
}
}
};
// -----------------------------------------------------------------------------
// Glitch Pass
// -----------------------------------------------------------------------------
const 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: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform int byp; //should we apply the glitch ?
uniform sampler2D tDiffuse;
uniform sampler2D tDisp;
uniform float amount;
uniform float angle;
uniform float seed;
uniform float seed_x;
uniform float seed_y;
uniform float distortion_x;
uniform float distortion_y;
uniform float col_s;
varying vec2 vUv;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
if(byp<1) {
vec2 p = vUv;
float xs = floor(gl_FragCoord.x / 0.5);
float ys = floor(gl_FragCoord.y / 0.5);
//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
vec4 normal = texture2D (tDisp, p*seed*seed);
if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
if(seed_x>0.){
p.y = 1. - (p.y + distortion_y);
}
else {
p.y = distortion_y;
}
}
if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
if(seed_y>0.){
p.x=distortion_x;
}
else {
p.x = 1. - (p.x + distortion_x);
}
}
p.x+=normal.x*seed_x*(seed/5.);
p.y+=normal.y*seed_y*(seed/5.);
//base from RGB shift shader
vec2 offset = amount * vec2( cos(angle), sin(angle));
vec4 cr = texture2D(tDiffuse, p + offset);
vec4 cga = texture2D(tDiffuse, p);
vec4 cb = texture2D(tDiffuse, p - offset);
gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
//add noise
vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
gl_FragColor = gl_FragColor+ snow;
}
else {
gl_FragColor = texture2D (tDiffuse, vUv);
}
}
`
};
class GlitchPass extends WHS.Pass {
constructor(name, dt_size) {
super(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();
}
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);
}
}
generateTrigger() {
this.randX = THREE.Math.randInt(120, 240);
}
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;
}
}
// -----------------------------------------------------------------------------
// Game class
// -----------------------------------------------------------------------------
class Game {
constructor(options) {
this.options = options;
this.world = new (PHYSICS.$world(WHS.World))(options.world);
UTILS.addPlane(this.world, 250);
UTILS.addBasicLights(this.world);
this.createPostProcessing();
this.createGeometry();
// this.world.setSize(window.innerWidth, window.innerHeight);
}
createPostProcessing() {
this.world.$rendering = new WHS.PostProcessor(this.world.params);
this.postProcessor = this.world.$rendering;
this.postProcessor.createRenderPass(false);
this.postProcessor.createPass(composer => {
const pass = new GlitchPass('Glitch');
pass.renderToScreen = true;
composer.addPass(pass);
});
}
createGeometry() {
this.sphere = new (PHYSICS.$rigidBody(WHS.Wphere, PHYSICS.SPHERE))(this.options.sphere);
this.sphere.addTo(this.world);
}
start() {
this.world.start();
this.world.setControls(new WHS.OrbitControls());
}
}
// -----------------------------------------------------------------------------
// Application bootstrap
// -----------------------------------------------------------------------------
var app = null;
function bootstrap() {
app.start()
}
function configure() {
return new Promise((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(() => bootstrap());