feat: initialize project with core dependencies and game entry point
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134
node_modules/three/examples/jsm/postprocessing/HalftonePass.js
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134
node_modules/three/examples/jsm/postprocessing/HalftonePass.js
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import {
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { HalftoneShader } from '../shaders/HalftoneShader.js';
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/**
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* Pass for creating a RGB halftone effect.
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*
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* ```js
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* const params = {
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* shape: 1,
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* radius: 4,
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* rotateR: Math.PI / 12,
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* rotateB: Math.PI / 12 * 2,
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* rotateG: Math.PI / 12 * 3,
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* scatter: 0,
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* blending: 1,
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* blendingMode: 1,
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* greyscale: false,
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* disable: false
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* };
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* const halftonePass = new HalftonePass( params );
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* composer.addPass( halftonePass );
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* ```
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*
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* @augments Pass
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* @three_import import { HalftonePass } from 'three/addons/postprocessing/HalftonePass.js';
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*/
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class HalftonePass extends Pass {
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/**
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* Constructs a new halftone pass.
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*
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* @param {Object} params - The halftone shader parameter.
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*/
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constructor( params ) {
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super();
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/**
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* The pass uniforms.
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*
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* @type {Object}
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*/
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this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
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/**
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* The pass material.
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*
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* @type {ShaderMaterial}
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*/
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this.material = new ShaderMaterial( {
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uniforms: this.uniforms,
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fragmentShader: HalftoneShader.fragmentShader,
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vertexShader: HalftoneShader.vertexShader
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} );
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for ( const key in params ) {
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if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
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this.uniforms[ key ].value = params[ key ];
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}
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}
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// internals
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this._fsQuad = new FullScreenQuad( this.material );
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}
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/**
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* Performs the halftone 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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this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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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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if ( this.clear ) renderer.clear();
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this._fsQuad.render( renderer );
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}
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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.uniforms.width.value = width;
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this.uniforms.height.value = 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.material.dispose();
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this._fsQuad.dispose();
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}
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}
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export { HalftonePass };
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