📄 GlitchPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 9 |
📊 Variables & Constants | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/GlitchPass.js
📦 Imports¶
Name | Source |
---|---|
DataTexture |
three |
FloatType |
three |
MathUtils |
three |
RedFormat |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
DigitalGlitch |
../shaders/DigitalGlitch.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
data_arr |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( dt_size * dt_size ) |
✗ |
length |
number |
let/var | dt_size * dt_size |
✗ |
texture |
any |
let/var | new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType ) |
✗ |
Functions¶
GlitchPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the glitch pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
Math.random
MathUtils.randFloat
this._generateTrigger
renderer.setRenderTarget
this._fsQuad.render
renderer.clear
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, 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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
} else if ( this.goWild == false ) {
this.uniforms[ 'byp' ].value = 1;
}
this._curF ++;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
GlitchPass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this.material.dispose
this.heightMap.dispose
this._fsQuad.dispose
GlitchPass._generateTrigger(): void
¶
Returns: void
Calls:
MathUtils.randInt
GlitchPass._generateHeightmap(dt_size: any): any
¶
Parameters:
dt_size
any
Returns: any
Calls:
MathUtils.randFloat
Code
_generateHeightmap( dt_size ) {
const data_arr = new Float32Array( dt_size * dt_size );
const length = dt_size * dt_size;
for ( let i = 0; i < length; i ++ ) {
const val = MathUtils.randFloat( 0, 1 );
data_arr[ i ] = val;
}
const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
texture.needsUpdate = true;
return texture;
}
Classes¶
GlitchPass
¶
Class Code
class GlitchPass extends Pass {
/**
* Constructs a new glitch pass.
*
* @param {number} [dt_size=64] - The size of the displacement texture
* for digital glitch squares.
*/
constructor( dt_size = 64 ) {
super();
/**
* The pass uniforms.
*
* @type {Object}
*/
this.uniforms = UniformsUtils.clone( DigitalGlitch.uniforms );
/**
* The pass material.
*
* @type {ShaderMaterial}
*/
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: DigitalGlitch.vertexShader,
fragmentShader: DigitalGlitch.fragmentShader
} );
/**
* Whether to noticeably increase the effect intensity or not.
*
* @type {boolean}
* @default false
*/
this.goWild = false;
// internals
this._heightMap = this._generateHeightmap( dt_size );
this.uniforms[ 'tDisp' ].value = this.heightMap;
this._fsQuad = new FullScreenQuad( this.material );
this._curF = 0;
this._randX = 0;
this._generateTrigger();
}
/**
* Performs the glitch pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer /*, deltaTime, 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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
} else if ( this.goWild == false ) {
this.uniforms[ 'byp' ].value = 1;
}
this._curF ++;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this.material.dispose();
this.heightMap.dispose();
this._fsQuad.dispose();
}
// internals
_generateTrigger() {
this._randX = MathUtils.randInt( 120, 240 );
}
_generateHeightmap( dt_size ) {
const data_arr = new Float32Array( dt_size * dt_size );
const length = dt_size * dt_size;
for ( let i = 0; i < length; i ++ ) {
const val = MathUtils.randFloat( 0, 1 );
data_arr[ i ] = val;
}
const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
texture.needsUpdate = true;
return texture;
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, 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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.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 = MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
} else if ( this.goWild == false ) {
this.uniforms[ 'byp' ].value = 1;
}
this._curF ++;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
dispose(): void
¶
_generateTrigger(): void
¶
_generateHeightmap(dt_size: any): any
¶
Code
_generateHeightmap( dt_size ) {
const data_arr = new Float32Array( dt_size * dt_size );
const length = dt_size * dt_size;
for ( let i = 0; i < length; i ++ ) {
const val = MathUtils.randFloat( 0, 1 );
data_arr[ i ] = val;
}
const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
texture.needsUpdate = true;
return texture;
}