122 lines
3.6 KiB
TypeScript
122 lines
3.6 KiB
TypeScript
import * as THREE from 'three'
|
|
|
|
export class MotionBlurEffect {
|
|
private scene: THREE.Scene
|
|
private camera: THREE.PerspectiveCamera
|
|
private renderer: THREE.WebGLRenderer
|
|
private renderTarget1: THREE.WebGLRenderTarget
|
|
private renderTarget2: THREE.WebGLRenderTarget
|
|
private blurMaterial: THREE.ShaderMaterial
|
|
private quad: THREE.Mesh
|
|
private intensity: number = 0.5
|
|
private accumulation: number = 0.8
|
|
|
|
constructor(
|
|
scene: THREE.Scene,
|
|
camera: THREE.PerspectiveCamera,
|
|
renderer: THREE.WebGLRenderer
|
|
) {
|
|
this.scene = scene
|
|
this.camera = camera
|
|
this.renderer = renderer
|
|
|
|
const size = renderer.getSize(new THREE.Vector2())
|
|
|
|
// Create render targets for accumulation
|
|
this.renderTarget1 = new THREE.WebGLRenderTarget(size.x, size.y, {
|
|
minFilter: THREE.LinearFilter,
|
|
magFilter: THREE.LinearFilter,
|
|
format: THREE.RGBAFormat,
|
|
type: THREE.FloatType
|
|
})
|
|
|
|
this.renderTarget2 = new THREE.WebGLRenderTarget(size.x, size.y, {
|
|
minFilter: THREE.LinearFilter,
|
|
magFilter: THREE.LinearFilter,
|
|
format: THREE.RGBAFormat,
|
|
type: THREE.FloatType
|
|
})
|
|
|
|
// Motion blur shader material
|
|
this.blurMaterial = new THREE.ShaderMaterial({
|
|
uniforms: {
|
|
tCurrent: { value: null },
|
|
tPrevious: { value: null },
|
|
intensity: { value: this.intensity },
|
|
accumulation: { value: this.accumulation }
|
|
},
|
|
vertexShader: `
|
|
varying vec2 vUv;
|
|
void main() {
|
|
vUv = uv;
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
}
|
|
`,
|
|
fragmentShader: `
|
|
uniform sampler2D tCurrent;
|
|
uniform sampler2D tPrevious;
|
|
uniform float intensity;
|
|
uniform float accumulation;
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
vec4 current = texture2D(tCurrent, vUv);
|
|
vec4 previous = texture2D(tPrevious, vUv);
|
|
|
|
// Blend current frame with accumulated previous frames
|
|
vec4 result = mix(current, previous, accumulation * intensity);
|
|
|
|
gl_FragColor = result;
|
|
}
|
|
`
|
|
})
|
|
|
|
// Create fullscreen quad
|
|
const geometry = new THREE.PlaneGeometry(2, 2)
|
|
this.quad = new THREE.Mesh(geometry, this.blurMaterial)
|
|
}
|
|
|
|
public render(_deltaTime: number): THREE.WebGLRenderTarget {
|
|
// Render current frame to renderTarget1
|
|
this.renderer.setRenderTarget(this.renderTarget1)
|
|
this.renderer.render(this.scene, this.camera)
|
|
|
|
// Apply motion blur by blending with previous frame
|
|
this.blurMaterial.uniforms.tCurrent.value = this.renderTarget1.texture
|
|
this.blurMaterial.uniforms.tPrevious.value = this.renderTarget2.texture
|
|
|
|
// Render blurred result to renderTarget2
|
|
this.renderer.setRenderTarget(this.renderTarget2)
|
|
this.renderer.render(this.quad, new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1))
|
|
|
|
// Swap render targets for next frame
|
|
const temp = this.renderTarget1
|
|
this.renderTarget1 = this.renderTarget2
|
|
this.renderTarget2 = temp
|
|
|
|
return this.renderTarget1
|
|
}
|
|
|
|
public setIntensity(intensity: number): void {
|
|
this.intensity = intensity
|
|
this.blurMaterial.uniforms.intensity.value = intensity
|
|
}
|
|
|
|
public setAccumulation(accumulation: number): void {
|
|
this.accumulation = accumulation
|
|
this.blurMaterial.uniforms.accumulation.value = accumulation
|
|
}
|
|
|
|
public resize(width: number, height: number): void {
|
|
this.renderTarget1.setSize(width, height)
|
|
this.renderTarget2.setSize(width, height)
|
|
}
|
|
|
|
public dispose(): void {
|
|
this.renderTarget1.dispose()
|
|
this.renderTarget2.dispose()
|
|
this.blurMaterial.dispose()
|
|
this.quad.geometry.dispose()
|
|
}
|
|
}
|