mirror of
https://github.com/WhitestormJS/whs.js.git
synced 2026-01-18 16:03:24 +00:00
293 lines
10 KiB
JavaScript
293 lines
10 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){
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"use strict";
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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; }; }();
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function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
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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; }
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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; }
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// -----------------------------------------------------------------------------
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// Configuration
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// -----------------------------------------------------------------------------
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var conf = {
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world: {
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stats: "fps",
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autoresize: true,
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gravity: {
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x: 0,
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y: -100,
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z: 0
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},
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camera: {
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far: 10000,
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y: 10,
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z: 30
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}
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},
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sphere: {
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geometry: {
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radius: 5,
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widthSegments: 16,
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heightSegments: 16
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},
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mass: 10,
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material: {
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color: 0xffffff,
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kind: 'basic'
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},
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pos: {
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x: 0,
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y: 50,
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z: 0
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}
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},
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plane: {
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geometry: {
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width: 250,
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height: 250
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},
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mass: 0,
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material: {
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color: 0xff0000,
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kind: "basic"
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},
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pos: {
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x: 0,
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y: 0,
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z: 0
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},
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rot: {
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x: -Math.PI / 2
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}
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},
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postProcessor: {
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renderTarget: {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false
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}
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}
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};
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// -----------------------------------------------------------------------------
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// Glitch Pass
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// -----------------------------------------------------------------------------
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var DigitalGlitchShader = {
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uniforms: {
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"tDiffuse": { value: null }, //diffuse texture
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"tDisp": { value: null }, //displacement texture for digital glitch squares
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"byp": { value: 0 }, //apply the glitch ?
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"amount": { value: 0.08 },
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"angle": { value: 0.02 },
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"seed": { value: 0.02 },
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"seed_x": { value: 0.02 }, //-1,1
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"seed_y": { value: 0.02 }, //-1,1
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"distortion_x": { value: 0.5 },
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"distortion_y": { value: 0.6 },
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"col_s": { value: 0.05 }
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},
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vertexShader: ["varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
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fragmentShader: ["uniform int byp;", //should we apply the glitch ?
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"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);",
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//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
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"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.);",
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//base from RGB shift shader
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"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);",
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//add noise
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"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);", "}", "}"].join("\n")
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};
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var GlitchPass = function (_WHS$Pass) {
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_inherits(GlitchPass, _WHS$Pass);
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function GlitchPass(name, dt_size) {
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_classCallCheck(this, GlitchPass);
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var _this = _possibleConstructorReturn(this, (GlitchPass.__proto__ || Object.getPrototypeOf(GlitchPass)).call(this, name));
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if (DigitalGlitchShader === undefined) console.error("THREE.GlitchPass relies on DigitalGlitchShader");
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var shader = DigitalGlitchShader;
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_this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
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if (dt_size == undefined) dt_size = 64;
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_this.uniforms["tDisp"].value = _this.generateHeightmap(dt_size);
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_this.material = new THREE.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.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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_this.scene = new THREE.Scene();
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_this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), null);
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_this.scene.add(_this.quad);
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_this.goWild = false;
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_this.curF = 0;
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_this.generateTrigger();
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return _this;
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}
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_createClass(GlitchPass, [{
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key: "render",
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value: function render(renderer, writeBuffer, readBuffer, delta, 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 = THREE.Math.randFloat(-Math.PI, Math.PI);
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this.uniforms['seed_x'].value = THREE.Math.randFloat(-1, 1);
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this.uniforms['seed_y'].value = THREE.Math.randFloat(-1, 1);
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this.uniforms['distortion_x'].value = THREE.Math.randFloat(0, 1);
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this.uniforms['distortion_y'].value = THREE.Math.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 = THREE.Math.randFloat(-Math.PI, Math.PI);
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this.uniforms['distortion_x'].value = THREE.Math.randFloat(0, 1);
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this.uniforms['distortion_y'].value = THREE.Math.randFloat(0, 1);
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this.uniforms['seed_x'].value = THREE.Math.randFloat(-0.3, 0.3);
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this.uniforms['seed_y'].value = THREE.Math.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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this.quad.material = this.material;
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if (this.renderToScreen) {
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renderer.render(this.scene, this.camera);
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} else {
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renderer.render(this.scene, this.camera, writeBuffer, this.clear);
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}
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}
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}, {
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key: "generateTrigger",
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value: function generateTrigger() {
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this.randX = THREE.Math.randInt(120, 240);
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}
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}, {
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key: "generateHeightmap",
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value: function generateHeightmap(dt_size) {
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var data_arr = new Float32Array(dt_size * dt_size * 3);
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var length = dt_size * dt_size;
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for (var i = 0; i < length; i++) {
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var val = THREE.Math.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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var texture = new THREE.DataTexture(data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.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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return GlitchPass;
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}(WHS.Pass);
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// -----------------------------------------------------------------------------
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// Game class
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// -----------------------------------------------------------------------------
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var Game = function () {
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function Game(options) {
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_classCallCheck(this, Game);
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this.options = options;
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this.world = new WHS.World(options.world);
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this.createPostProcessing();
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this.createGeometry();
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}
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_createClass(Game, [{
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key: "createPostProcessing",
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value: function createPostProcessing() {
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this.postProcessor = new WHS.PostProcessor(this.options.postProcessor);
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this.world.setPostProcessor(this.postProcessor);
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this.postProcessor.createRenderPass();
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this.postProcessor.createPass(function (composer) {
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var pass = new GlitchPass('Glitch');
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pass.renderToScreen = true;
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composer.addPass(pass);
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});
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}
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}, {
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key: "createGeometry",
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value: function createGeometry() {
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this.plane = new WHS.Plane(this.options.plane);
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this.plane.addTo(this.world);
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this.sphere = new WHS.Sphere(this.options.sphere);
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this.sphere.addTo(this.world);
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}
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}, {
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key: "start",
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value: function start() {
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this.world.start();
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}
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}]);
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return Game;
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}();
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// -----------------------------------------------------------------------------
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// Application bootstrap
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// -----------------------------------------------------------------------------
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var app = null;
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function bootstrap() {
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app.start();
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}
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function configure() {
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return new Promise(function (resolve) {
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// some async config fetch could be done from here
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// ...
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// Create a Game instance with its conf
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app = new Game(conf);
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resolve(true);
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});
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}
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configure().then(function () {
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return bootstrap();
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});
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},{}]},{},[1]);
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