feat: initialize project with core dependencies and game entry point
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146
node_modules/three/examples/jsm/postprocessing/CubeTexturePass.js
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146
node_modules/three/examples/jsm/postprocessing/CubeTexturePass.js
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import {
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BackSide,
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BoxGeometry,
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Mesh,
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PerspectiveCamera,
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Scene,
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ShaderLib,
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass } from './Pass.js';
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/**
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* This pass can be used to render a cube texture over the entire screen.
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*
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* ```js
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* const cubeMap = new THREE.CubeTextureLoader().load( urls );
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*
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* const cubeTexturePass = new CubeTexturePass( camera, cubemap );
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* composer.addPass( cubeTexturePass );
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* ```
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*
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* @augments Pass
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* @three_import import { CubeTexturePass } from 'three/addons/postprocessing/CubeTexturePass.js';
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*/
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class CubeTexturePass extends Pass {
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/**
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* Constructs a new cube texture pass.
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*
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* @param {PerspectiveCamera} camera - The camera.
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* @param {CubeTexture} tCube - The cube texture to render.
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* @param {number} [opacity=1] - The opacity.
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*/
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constructor( camera, tCube, opacity = 1 ) {
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super();
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/**
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* The camera.
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*
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* @type {PerspectiveCamera}
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*/
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this.camera = camera;
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/**
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* The cube texture to render.
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*
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* @type {CubeTexture}
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*/
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this.tCube = tCube;
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/**
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* The opacity.
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*
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* @type {number}
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* @default 1
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*/
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this.opacity = opacity;
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/**
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* Overwritten to disable the swap.
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*
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* @type {boolean}
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* @default false
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*/
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this.needsSwap = false;
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// internals
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const cubeShader = ShaderLib[ 'cube' ];
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this._cubeMesh = new Mesh(
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new BoxGeometry( 10, 10, 10 ),
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new ShaderMaterial( {
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uniforms: UniformsUtils.clone( cubeShader.uniforms ),
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vertexShader: cubeShader.vertexShader,
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fragmentShader: cubeShader.fragmentShader,
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depthTest: false,
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depthWrite: false,
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side: BackSide
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} )
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);
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Object.defineProperty( this._cubeMesh.material, 'envMap', {
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get: function () {
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return this.uniforms.tCube.value;
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}
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} );
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this._cubeScene = new Scene();
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this._cubeCamera = new PerspectiveCamera();
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this._cubeScene.add( this._cubeMesh );
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}
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/**
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* Performs the cube texture 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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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this._cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix );
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this._cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld );
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this._cubeMesh.material.uniforms.tCube.value = this.tCube;
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this._cubeMesh.material.uniforms.tFlip.value = ( this.tCube.isCubeTexture && this.tCube.isRenderTargetTexture === false ) ? - 1 : 1;
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this._cubeMesh.material.uniforms.opacity.value = this.opacity;
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this._cubeMesh.material.transparent = ( this.opacity < 1.0 );
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this._cubeScene, this._cubeCamera );
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renderer.autoClear = oldAutoClear;
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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._cubeMesh.geometry.dispose();
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this._cubeMesh.material.dispose();
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}
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}
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export { CubeTexturePass };
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