feat: initialize project with core dependencies and game entry point
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199
node_modules/three/examples/jsm/objects/Water2Mesh.js
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199
node_modules/three/examples/jsm/objects/Water2Mesh.js
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import {
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Color,
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Mesh,
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Vector2,
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Vector3,
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NodeMaterial,
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NodeUpdateType,
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TempNode
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} from 'three/webgpu';
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import { Fn, vec2, viewportSafeUV, viewportSharedTexture, reflector, pow, float, abs, texture, uniform, vec4, cameraPosition, positionWorld, uv, mix, vec3, normalize, max, dot, screenUV } from 'three/tsl';
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/** @module Water2Mesh */
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/**
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* An advanced water effect that supports reflections, refractions and flow maps.
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*
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* Note that this class can only be used with {@link WebGPURenderer}.
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* When using {@link WebGLRenderer}, use {@link module:Water2}.
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*
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* References:
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*
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* - {@link https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf}
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* - {@link http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html}
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*
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* @augments Mesh
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* @three_import import { WaterMesh } from 'three/addons/objects/Water2Mesh.js';
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*/
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class WaterMesh extends Mesh {
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/**
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* Constructs a new water mesh.
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*
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* @param {BufferGeometry} geometry - The water's geometry.
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* @param {module:Water2~Options} [options] - The configuration options.
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*/
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constructor( geometry, options = {} ) {
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const material = new NodeMaterial();
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material.transparent = true;
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super( geometry, material );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isWater = true;
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material.colorNode = new WaterNode( options, this );
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}
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}
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class WaterNode extends TempNode {
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constructor( options, waterBody ) {
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super( 'vec4' );
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this.waterBody = waterBody;
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this.normalMap0 = texture( options.normalMap0 );
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this.normalMap1 = texture( options.normalMap1 );
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this.flowMap = texture( options.flowMap !== undefined ? options.flowMap : null );
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this.color = uniform( options.color !== undefined ? new Color( options.color ) : new Color( 0xffffff ) );
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this.flowDirection = uniform( options.flowDirection !== undefined ? options.flowDirection : new Vector2( 1, 0 ) );
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this.flowSpeed = uniform( options.flowSpeed !== undefined ? options.flowSpeed : 0.03 );
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this.reflectivity = uniform( options.reflectivity !== undefined ? options.reflectivity : 0.02 );
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this.scale = uniform( options.scale !== undefined ? options.scale : 1 );
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this.flowConfig = uniform( new Vector3() );
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this.updateBeforeType = NodeUpdateType.RENDER;
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this._cycle = 0.15; // a cycle of a flow map phase
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this._halfCycle = this._cycle * 0.5;
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this._USE_FLOW = options.flowMap !== undefined;
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}
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updateFlow( delta ) {
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this.flowConfig.value.x += this.flowSpeed.value * delta; // flowMapOffset0
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this.flowConfig.value.y = this.flowConfig.value.x + this._halfCycle; // flowMapOffset1
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// Important: The distance between offsets should be always the value of "halfCycle".
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// Moreover, both offsets should be in the range of [ 0, cycle ].
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// This approach ensures a smooth water flow and avoids "reset" effects.
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if ( this.flowConfig.value.x >= this._cycle ) {
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this.flowConfig.value.x = 0;
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this.flowConfig.value.y = this._halfCycle;
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} else if ( this.flowConfig.value.y >= this._cycle ) {
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this.flowConfig.value.y = this.flowConfig.value.y - this._cycle;
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}
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this.flowConfig.value.z = this._halfCycle;
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}
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updateBefore( frame ) {
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this.updateFlow( frame.deltaTime );
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}
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setup() {
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const outputNode = Fn( () => {
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const flowMapOffset0 = this.flowConfig.x;
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const flowMapOffset1 = this.flowConfig.y;
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const halfCycle = this.flowConfig.z;
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const toEye = normalize( cameraPosition.sub( positionWorld ) );
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let flow;
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if ( this._USE_FLOW === true ) {
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flow = this.flowMap.rg.mul( 2 ).sub( 1 );
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} else {
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flow = vec2( this.flowDirection.x, this.flowDirection.y );
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}
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flow.x.mulAssign( - 1 );
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// sample normal maps (distort uvs with flowdata)
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const uvs = uv();
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const normalUv0 = uvs.mul( this.scale ).add( flow.mul( flowMapOffset0 ) );
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const normalUv1 = uvs.mul( this.scale ).add( flow.mul( flowMapOffset1 ) );
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const normalColor0 = this.normalMap0.sample( normalUv0 );
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const normalColor1 = this.normalMap1.sample( normalUv1 );
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// linear interpolate to get the final normal color
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const flowLerp = abs( halfCycle.sub( flowMapOffset0 ) ).div( halfCycle );
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const normalColor = mix( normalColor0, normalColor1, flowLerp );
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// calculate normal vector
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const normal = normalize( vec3( normalColor.r.mul( 2 ).sub( 1 ), normalColor.b, normalColor.g.mul( 2 ).sub( 1 ) ) );
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// calculate the fresnel term to blend reflection and refraction maps
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const theta = max( dot( toEye, normal ), 0 );
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const reflectance = pow( float( 1.0 ).sub( theta ), 5.0 ).mul( float( 1.0 ).sub( this.reflectivity ) ).add( this.reflectivity );
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// reflector, refractor
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const offset = normal.xz.mul( 0.05 ).toVar();
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const reflectionSampler = reflector();
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this.waterBody.add( reflectionSampler.target );
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reflectionSampler.uvNode = reflectionSampler.uvNode.add( offset );
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const refractorUV = screenUV.add( offset );
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const refractionSampler = viewportSharedTexture( viewportSafeUV( refractorUV ) );
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// calculate final uv coords
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return vec4( this.color, 1.0 ).mul( mix( refractionSampler, reflectionSampler, reflectance ) );
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} )();
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return outputNode;
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}
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}
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/**
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* Constructor options of `WaterMesh`.
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*
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* @typedef {Object} module:Water2Mesh~Options
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* @property {number|Color|string} [color=0xFFFFFF] - The water color.
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* @property {Vector2} [flowDirection=(1,0)] - The water's flow direction.
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* @property {number} [flowSpeed=0.03] - The water's flow speed.
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* @property {number} [reflectivity=0.02] - The water's reflectivity.
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* @property {number} [scale=1] - The water's scale.
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* @property {?Texture} [flowMap=null] - The flow map. If no flow map is assigned, the water flow is defined by `flowDirection`.
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* @property {Texture} normalMap0 - The first water normal map.
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* @property {Texture} normalMap1 - The second water normal map.
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**/
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export { WaterMesh };
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