feat: initialize project with core dependencies and game entry point
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195
node_modules/three/examples/jsm/postprocessing/MaskPass.js
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195
node_modules/three/examples/jsm/postprocessing/MaskPass.js
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import { Pass } from './Pass.js';
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/**
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* This pass can be used to define a mask during post processing.
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* Meaning only areas of subsequent post processing are affected
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* which lie in the masking area of this pass. Internally, the masking
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* is implemented with the stencil buffer.
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*
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* ```js
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* const maskPass = new MaskPass( scene, camera );
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* composer.addPass( maskPass );
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* ```
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*
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* @augments Pass
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* @three_import import { MaskPass } from 'three/addons/postprocessing/MaskPass.js';
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*/
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class MaskPass extends Pass {
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/**
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* Constructs a new mask pass.
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*
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* @param {Scene} scene - The 3D objects in this scene will define the mask.
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* @param {Camera} camera - The camera.
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*/
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constructor( scene, camera ) {
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super();
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/**
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* The scene that defines the mask.
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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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/**
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* Overwritten to perform a clear operation by default.
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*
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* @type {boolean}
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* @default true
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*/
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this.clear = true;
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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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/**
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* Whether to inverse the mask or not.
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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.inverse = false;
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}
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/**
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* Performs a mask pass with the configured scene and camera.
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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 context = renderer.getContext();
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const state = renderer.state;
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// don't update color or depth
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state.buffers.color.setMask( false );
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state.buffers.depth.setMask( false );
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// lock buffers
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state.buffers.color.setLocked( true );
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state.buffers.depth.setLocked( true );
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// set up stencil
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let writeValue, clearValue;
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if ( this.inverse ) {
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writeValue = 0;
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clearValue = 1;
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} else {
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writeValue = 1;
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clearValue = 0;
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}
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state.buffers.stencil.setTest( true );
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state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
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state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
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state.buffers.stencil.setClear( clearValue );
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state.buffers.stencil.setLocked( true );
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// draw into the stencil buffer
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.scene, this.camera );
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// unlock color and depth buffer and make them writable for subsequent rendering/clearing
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state.buffers.color.setLocked( false );
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state.buffers.depth.setLocked( false );
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state.buffers.color.setMask( true );
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state.buffers.depth.setMask( true );
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// only render where stencil is set to 1
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state.buffers.stencil.setLocked( false );
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state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
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state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
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state.buffers.stencil.setLocked( true );
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}
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}
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/**
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* This pass can be used to clear a mask previously defined with {@link MaskPass}.
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*
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* ```js
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* const clearPass = new ClearMaskPass();
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* composer.addPass( clearPass );
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* ```
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*
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* @augments Pass
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*/
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class ClearMaskPass extends Pass {
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/**
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* Constructs a new clear mask pass.
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*/
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constructor() {
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super();
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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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}
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/**
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* Performs the clear of the currently defined mask.
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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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renderer.state.buffers.stencil.setLocked( false );
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renderer.state.buffers.stencil.setTest( false );
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}
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}
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export { MaskPass, ClearMaskPass };
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