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import {GlitchPass} from 'postprocessing/src/passes/GlitchPass.js'
public class | source

GlitchPass

Extends:

Pass → GlitchPass

Indirect Implements:

A glitch pass.

Constructor Summary

Public Constructor
public

constructor(options: Object)

Constructs a new glitch pass.

Member Summary

Public Members
public

The effect mode.

public get

perturbMap: Texture

The current perturbation map.

public set

perturbMap: Texture

Assigning a new perturbation map does not destroy the current one!

Private Members
private

A random break point for the sporadic glitch activation.

private

A counter for the glitch activation and deactivation.

private

texture: Texture

A perturbation map.

Method Summary

Public Methods
public

generatePerturbMap(size: Number): DataTexture

Destroys the current perturbation map and replaces it with a new one.

public

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the effect.

Inherited Summary

From class Pass
public get

material: Material

this get was deprecated. Use getFullscreenMaterial() instead.

The fullscreen material.

protected set

material: Material

this set was deprecated. Use setFullscreenMaterial(Material) instead.
public

[key]: *

public

Indicates whether this pass should be executed.

public

The name of this pass.

public

Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering.

public

Indicates whether this pass should render to screen.

protected

camera: Camera

The camera.

protected

scene: Scene

The scene to render.

private

quad: Mesh

A quad mesh that fills the screen.

public

Performs a shallow search for disposable properties and deletes them.

public

getFullscreenMaterial(): Material

Returns the current fullscreen material.

public

initialize(renderer: WebGLRenderer, alpha: Boolean)

Performs initialization tasks.

public abstract

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the effect.

public

setSize(width: Number, height: Number)

Updates this pass with the renderer's size.

You may override this method in case you want to be informed about the main render size.

The EffectComposer calls this method before this pass is initialized and every time its own size is updated.

protected

setFullscreenMaterial(material: Material)

Sets the fullscreen material.

Public Constructors

public constructor(options: Object) source

Constructs a new glitch pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
options Object
  • optional

The options.

options.perturbMap Texture
  • optional

A perturbation map. If none is provided, a noise texture will be created.

options.dtSize Number
  • optional
  • default: 64

The size of the generated noise map. Will be ignored if a perturbation map is provided.

Public Members

public mode: GlitchMode source

The effect mode.

public get perturbMap: Texture source

The current perturbation map.

public set perturbMap: Texture source

Assigning a new perturbation map does not destroy the current one!

Private Members

private breakPoint: Number source

A random break point for the sporadic glitch activation.

private counter: Number source

A counter for the glitch activation and deactivation.

private texture: Texture source

A perturbation map.

Public Methods

public generatePerturbMap(size: Number): DataTexture source

Destroys the current perturbation map and replaces it with a new one.

Params:

NameTypeAttributeDescription
size Number
  • optional
  • default: 64

The texture size.

Return:

DataTexture

The perturbation texture.

public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) source

Renders the effect.

Override:

Pass#render

Params:

NameTypeAttributeDescription
renderer WebGLRenderer

The renderer.

inputBuffer WebGLRenderTarget

A frame buffer that contains the result of the previous pass.

outputBuffer WebGLRenderTarget

A frame buffer that serves as the output render target unless this pass renders to screen.

delta Number
  • optional

The time between the last frame and the current one in seconds.

stencilTest Boolean
  • optional

Indicates whether a stencil mask is active.