Files
aaf-systems-homepage/app/src/motion-blur.ts
2025-07-29 00:50:30 +01:00

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()
}
}