feat: initialize project with core dependencies and game entry point
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node_modules/three/examples/jsm/postprocessing/BokehPass.js
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node_modules/three/examples/jsm/postprocessing/BokehPass.js
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import {
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Color,
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HalfFloatType,
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MeshDepthMaterial,
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NearestFilter,
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NoBlending,
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RGBADepthPacking,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { BokehShader } from '../shaders/BokehShader.js';
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/**
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* Pass for creating depth of field (DOF) effect.
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*
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* ```js
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* const bokehPass = new BokehPass( scene, camera, {
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* focus: 500
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* aperture: 5,
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* maxblur: 0.01
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* } );
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* composer.addPass( bokehPass );
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* ```
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*
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* @augments Pass
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* @three_import import { BokehPass } from 'three/addons/postprocessing/BokehPass.js';
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*/
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class BokehPass extends Pass {
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/**
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* Constructs a new Bokeh pass.
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*
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* @param {Scene} scene - The scene to render the DOF for.
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* @param {Camera} camera - The camera.
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* @param {BokehPass~Options} params - The pass options.
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*/
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constructor( scene, camera, params ) {
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super();
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/**
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* The scene to render the DOF for.
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*
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* @type {Scene}
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*/
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this.scene = scene;
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/**
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* The camera.
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*
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* @type {Camera}
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*/
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this.camera = camera;
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const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
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const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
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const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
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// render targets
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this._renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: HalfFloatType
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} );
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this._renderTargetDepth.texture.name = 'BokehPass.depth';
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// depth material
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this._materialDepth = new MeshDepthMaterial();
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this._materialDepth.depthPacking = RGBADepthPacking;
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this._materialDepth.blending = NoBlending;
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// bokeh material
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const bokehUniforms = UniformsUtils.clone( BokehShader.uniforms );
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bokehUniforms[ 'tDepth' ].value = this._renderTargetDepth.texture;
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bokehUniforms[ 'focus' ].value = focus;
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bokehUniforms[ 'aspect' ].value = camera.aspect;
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bokehUniforms[ 'aperture' ].value = aperture;
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bokehUniforms[ 'maxblur' ].value = maxblur;
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bokehUniforms[ 'nearClip' ].value = camera.near;
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bokehUniforms[ 'farClip' ].value = camera.far;
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/**
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* The pass bokeh material.
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*
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* @type {ShaderMaterial}
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*/
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this.materialBokeh = new ShaderMaterial( {
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defines: Object.assign( {}, BokehShader.defines ),
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uniforms: bokehUniforms,
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vertexShader: BokehShader.vertexShader,
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fragmentShader: BokehShader.fragmentShader
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} );
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/**
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* The pass uniforms. Use this object if you want to update the
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* `focus`, `aperture` or `maxblur` values at runtime.
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*
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* ```js
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* pass.uniforms.focus.value = focus;
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* pass.uniforms.aperture.value = aperture;
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* pass.uniforms.maxblur.value = maxblur;
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* ```
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*
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* @type {Object}
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*/
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this.uniforms = bokehUniforms;
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// internals
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this._fsQuad = new FullScreenQuad( this.materialBokeh );
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this._oldClearColor = new Color();
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}
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/**
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* Performs the Bokeh pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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// Render depth into texture
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this.scene.overrideMaterial = this._materialDepth;
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renderer.getClearColor( this._oldClearColor );
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const oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( 0xffffff );
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renderer.setClearAlpha( 1.0 );
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renderer.setRenderTarget( this._renderTargetDepth );
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renderer.clear();
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renderer.render( this.scene, this.camera );
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// Render bokeh composite
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this.uniforms[ 'tColor' ].value = readBuffer.texture;
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this.uniforms[ 'nearClip' ].value = this.camera.near;
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this.uniforms[ 'farClip' ].value = this.camera.far;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this._fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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renderer.clear();
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this._fsQuad.render( renderer );
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}
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this.scene.overrideMaterial = null;
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renderer.setClearColor( this._oldClearColor );
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renderer.setClearAlpha( oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width to set.
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* @param {number} height - The height to set.
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*/
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setSize( width, height ) {
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this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
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this._renderTargetDepth.setSize( width, height );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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this._renderTargetDepth.dispose();
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this._materialDepth.dispose();
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this.materialBokeh.dispose();
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this._fsQuad.dispose();
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}
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}
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/**
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* Constructor options of `BokehPass`.
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*
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* @typedef {Object} BokehPass~Options
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* @property {number} [focus=1] - Defines the effect's focus which is the distance along the camera's look direction in world units.
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* @property {number} [aperture=0.025] - Defines the effect's aperture.
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* @property {number} [maxblur=1] - Defines the effect's maximum blur.
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**/
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export { BokehPass };
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