2017-01-25 14:12:18 +02:00

250 lines
6.7 KiB
JavaScript

import * as UTILS from '../../globals';
const postprocessor = new WHS.app.PostProcessorModule();
window.world = new WHS.App(
new WHS.BasicAppPreset({
camera: {
position: new THREE.Vector3(0, 10, 50)
},
rendering: {
bgColor: 0x162129,
renderer: {
antialias: true,
shadowmap: {
type: THREE.PCFSoftShadowMap
}
}
}
})
.extend([
new PHYSICS.WorldModule({
ammo: process.ammoPath
}),
postprocessor,
new WHS.controls.OrbitModule()
])
.autoresize()
.get()
);
const sphere = new WHS.Sphere({ // Create sphere comonent.
geometry: {
radius: 5,
widthSegments: 32,
heightSegments: 32
},
modules: [
new PHYSICS.SphereModule({
mass: 10,
restitution: 1
})
],
material: new THREE.MeshPhongMaterial({
color: UTILS.$colors.mesh
}),
position: new THREE.Vector3(0, 20, 0)
});
sphere.addTo(world);
UTILS.addBoxPlane(world);
UTILS.addBasicLights(world);
world.start(); // Start animations and physics simulation.
// -----------------------------------------------------------------------------
// 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;
}
}
postprocessor.createRenderPass(false);
const glitchPass = new GlitchPass('Glitch');
glitchPass.renderToScreen = true;
postprocessor.addPass(glitchPass);