feat: initialize project with core dependencies and game entry point
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191
node_modules/three/examples/jsm/postprocessing/Pass.js
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191
node_modules/three/examples/jsm/postprocessing/Pass.js
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import {
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BufferGeometry,
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Float32BufferAttribute,
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OrthographicCamera,
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Mesh
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} from 'three';
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/**
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* Abstract base class for all post processing passes.
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*
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* This module is only relevant for post processing with {@link WebGLRenderer}.
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*
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* @abstract
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* @three_import import { Pass } from 'three/addons/postprocessing/Pass.js';
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*/
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class Pass {
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/**
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* Constructs a new pass.
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*/
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constructor() {
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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.isPass = true;
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/**
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* If set to `true`, the pass is processed by the composer.
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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.enabled = true;
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/**
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* If set to `true`, the pass indicates to swap read and write buffer after rendering.
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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.needsSwap = true;
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/**
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* If set to `true`, the pass clears its buffer before rendering
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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.clear = false;
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/**
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* If set to `true`, the result of the pass is rendered to screen. The last pass in the composers
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* pass chain gets automatically rendered to screen, no matter how this property is configured.
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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.renderToScreen = false;
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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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* @abstract
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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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/**
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* This method holds the render logic of a pass. It must be implemented in all derived classes.
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*
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* @abstract
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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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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
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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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* @abstract
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*/
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dispose() {}
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}
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// Helper for passes that need to fill the viewport with a single quad.
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const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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// https://github.com/mrdoob/three.js/pull/21358
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class FullscreenTriangleGeometry extends BufferGeometry {
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constructor() {
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super();
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this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
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this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
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}
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}
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const _geometry = new FullscreenTriangleGeometry();
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/**
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* This module is a helper for passes which need to render a full
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* screen effect which is quite common in context of post processing.
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*
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* The intended usage is to reuse a single full screen quad for rendering
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* subsequent passes by just reassigning the `material` reference.
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*
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* This module can only be used with {@link WebGLRenderer}.
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*
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* @augments Mesh
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* @three_import import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
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*/
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class FullScreenQuad {
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/**
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* Constructs a new full screen quad.
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*
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* @param {?Material} material - The material to render te full screen quad with.
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*/
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constructor( material ) {
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this._mesh = new Mesh( _geometry, material );
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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 instance is no longer used in your app.
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*/
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dispose() {
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this._mesh.geometry.dispose();
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}
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/**
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* Renders the full screen quad.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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*/
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render( renderer ) {
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renderer.render( this._mesh, _camera );
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}
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/**
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* The quad's material.
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*
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* @type {?Material}
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*/
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get material() {
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return this._mesh.material;
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}
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set material( value ) {
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this._mesh.material = value;
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}
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}
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export { Pass, FullScreenQuad };
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