post processing
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@@ -6,6 +6,7 @@ import { LightingManager } from './lighting'
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import { ModelLoader } from './model-loader'
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import { PhysicsManager } from './physics'
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import { EventManager } from './event-manager'
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import { PostProcessingManager } from './post-processing'
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class AAFHomepage {
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private scene: THREE.Scene
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@@ -20,6 +21,8 @@ class AAFHomepage {
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private lastTime: number = 0
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private modelLoader: ModelLoader
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private eventManager: EventManager
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private postProcessing!: PostProcessingManager
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private usePostProcessing: boolean = true
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constructor() {
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this.scene = new THREE.Scene()
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@@ -85,6 +88,21 @@ class AAFHomepage {
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// Setup lighting
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LightingManager.setupLighting(this.scene)
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// Initialize post-processing
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this.postProcessing = new PostProcessingManager(this.renderer, this.scene, this.camera)
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// Setup window resize handler
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window.addEventListener('resize', () => {
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const width = window.innerWidth
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const height = window.innerHeight
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this.camera.aspect = width / height
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this.camera.updateProjectionMatrix()
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this.renderer.setSize(width, height)
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this.postProcessing.resize(width, height)
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})
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// Load and create objects from the main model
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this.loadAndCreateObjects()
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@@ -117,7 +135,14 @@ class AAFHomepage {
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clampedDeltaTime
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)
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this.renderer.render(this.scene, this.camera)
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// Use post-processing rendering
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if (this.usePostProcessing) {
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this.postProcessing.update(clampedDeltaTime)
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this.postProcessing.render(clampedDeltaTime)
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} else {
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// Fallback to direct rendering
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this.renderer.render(this.scene, this.camera)
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}
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}
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}
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121
app/src/motion-blur.ts
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121
app/src/motion-blur.ts
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@@ -0,0 +1,121 @@
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import * as THREE from 'three'
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export class MotionBlurEffect {
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private scene: THREE.Scene
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private camera: THREE.PerspectiveCamera
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private renderer: THREE.WebGLRenderer
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private renderTarget1: THREE.WebGLRenderTarget
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private renderTarget2: THREE.WebGLRenderTarget
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private blurMaterial: THREE.ShaderMaterial
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private quad: THREE.Mesh
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private intensity: number = 0.5
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private accumulation: number = 0.8
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constructor(
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scene: THREE.Scene,
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camera: THREE.PerspectiveCamera,
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renderer: THREE.WebGLRenderer
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) {
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this.scene = scene
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this.camera = camera
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this.renderer = renderer
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const size = renderer.getSize(new THREE.Vector2())
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// Create render targets for accumulation
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this.renderTarget1 = new THREE.WebGLRenderTarget(size.x, size.y, {
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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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type: THREE.FloatType
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})
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this.renderTarget2 = new THREE.WebGLRenderTarget(size.x, size.y, {
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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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type: THREE.FloatType
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})
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// Motion blur shader material
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this.blurMaterial = new THREE.ShaderMaterial({
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uniforms: {
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tCurrent: { value: null },
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tPrevious: { value: null },
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intensity: { value: this.intensity },
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accumulation: { value: this.accumulation }
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tCurrent;
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uniform sampler2D tPrevious;
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uniform float intensity;
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uniform float accumulation;
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varying vec2 vUv;
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void main() {
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vec4 current = texture2D(tCurrent, vUv);
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vec4 previous = texture2D(tPrevious, vUv);
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// Blend current frame with accumulated previous frames
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vec4 result = mix(current, previous, accumulation * intensity);
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gl_FragColor = result;
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}
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`
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})
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// Create fullscreen quad
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const geometry = new THREE.PlaneGeometry(2, 2)
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this.quad = new THREE.Mesh(geometry, this.blurMaterial)
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}
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public render(deltaTime: number): THREE.WebGLRenderTarget {
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// Render current frame to renderTarget1
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this.renderer.setRenderTarget(this.renderTarget1)
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this.renderer.render(this.scene, this.camera)
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// Apply motion blur by blending with previous frame
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this.blurMaterial.uniforms.tCurrent.value = this.renderTarget1.texture
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this.blurMaterial.uniforms.tPrevious.value = this.renderTarget2.texture
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// Render blurred result to renderTarget2
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this.renderer.setRenderTarget(this.renderTarget2)
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this.renderer.render(this.quad, new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1))
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// Swap render targets for next frame
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const temp = this.renderTarget1
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this.renderTarget1 = this.renderTarget2
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this.renderTarget2 = temp
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return this.renderTarget1
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}
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public setIntensity(intensity: number): void {
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this.intensity = intensity
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this.blurMaterial.uniforms.intensity.value = intensity
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}
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public setAccumulation(accumulation: number): void {
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this.accumulation = accumulation
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this.blurMaterial.uniforms.accumulation.value = accumulation
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}
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public resize(width: number, height: number): void {
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this.renderTarget1.setSize(width, height)
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this.renderTarget2.setSize(width, height)
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}
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public dispose(): void {
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this.renderTarget1.dispose()
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this.renderTarget2.dispose()
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this.blurMaterial.dispose()
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this.quad.geometry.dispose()
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}
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}
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122
app/src/post-processing.ts
Normal file
122
app/src/post-processing.ts
Normal file
@@ -0,0 +1,122 @@
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import * as THREE from 'three'
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import {
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EffectComposer,
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EffectPass,
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RenderPass,
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BloomEffect,
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SSAOEffect,
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DepthOfFieldEffect,
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NormalPass,
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SMAAEffect
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} from 'postprocessing'
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export class PostProcessingManager {
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private composer: EffectComposer
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private bloomEffect: BloomEffect
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private ssaoEffect: SSAOEffect
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private depthOfFieldEffect: DepthOfFieldEffect
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private normalPass: NormalPass
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constructor(
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renderer: THREE.WebGLRenderer,
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scene: THREE.Scene,
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camera: THREE.PerspectiveCamera
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) {
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// Create effect composer
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this.composer = new EffectComposer(renderer)
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// Add render pass (renders the scene)
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const renderPass = new RenderPass(scene, camera)
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this.composer.addPass(renderPass)
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// Create normal pass for SSAO
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this.normalPass = new NormalPass(scene, camera)
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this.composer.addPass(this.normalPass)
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// Create bloom effect - enhanced for more dramatic glow
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this.bloomEffect = new BloomEffect({
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intensity: 1.2,
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luminanceThreshold: 0.1,
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luminanceSmoothing: 0.15,
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radius: 0.9,
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mipmapBlur: true
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})
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// Create SSAO effect - enhanced for better ambient occlusion
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this.ssaoEffect = new SSAOEffect(camera, this.normalPass.texture, {
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intensity: 0.8,
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fade: 0.01,
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radius: 0.15,
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samples: 32,
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rings: 4,
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worldDistanceThreshold: 20,
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worldDistanceFalloff: 5,
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worldProximityThreshold: 0.0005,
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worldProximityFalloff: 0.001,
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luminanceInfluence: 0.7,
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bias: 0.02
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})
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// Create depth of field effect - tighter focus for more dramatic effect
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this.depthOfFieldEffect = new DepthOfFieldEffect(camera, {
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focusDistance: 0.015, // Closer focus point
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focalLength: 0.12, // Shorter focal length for stronger blur
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bokehScale: 4.0, // Larger bokeh for more pronounced blur
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height: 480
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})
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// Create SMAA effect for better antialiasing
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const smaaEffect = new SMAAEffect()
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// Combine effects in a single pass for better performance
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const effectPass = new EffectPass(
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camera,
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this.bloomEffect,
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this.ssaoEffect,
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this.depthOfFieldEffect,
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smaaEffect
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)
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this.composer.addPass(effectPass)
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}
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public render(deltaTime?: number): void {
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this.composer.render(deltaTime)
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}
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public resize(width: number, height: number): void {
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this.composer.setSize(width, height)
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}
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// Control methods for real-time adjustments
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public setBloomIntensity(intensity: number): void {
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this.bloomEffect.intensity = intensity
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}
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public setSSAOIntensity(intensity: number): void {
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this.ssaoEffect.intensity = intensity
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}
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public setDepthOfFieldFocus(focusDistance: number): void {
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this.depthOfFieldEffect.circleOfConfusionMaterial.uniforms.focusDistance.value = focusDistance
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}
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// Get the composer for advanced usage
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public getComposer(): EffectComposer {
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return this.composer
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}
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// Update method for any per-frame updates
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public update(_deltaTime: number): void {
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// Add any custom update logic here if needed
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}
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// Dispose method for cleanup
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public dispose(): void {
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this.composer.dispose()
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this.bloomEffect.dispose()
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this.ssaoEffect.dispose()
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this.depthOfFieldEffect.dispose()
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this.normalPass.dispose()
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}
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}
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