feat: initialize project with core dependencies and game entry point
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193
node_modules/three/examples/jsm/postprocessing/RenderPass.js
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193
node_modules/three/examples/jsm/postprocessing/RenderPass.js
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import {
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Color
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} from 'three';
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import { Pass } from './Pass.js';
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/**
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* This class represents a render pass. It takes a camera and a scene and produces
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* a beauty pass for subsequent post processing effects.
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*
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* ```js
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* const renderPass = new RenderPass( scene, camera );
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* composer.addPass( renderPass );
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* ```
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*
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* @augments Pass
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* @three_import import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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*/
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class RenderPass extends Pass {
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/**
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* Constructs a new render pass.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera.
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* @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
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* for all objects in the scene.
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* @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
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* @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
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*/
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constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
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super();
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/**
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* The scene to render.
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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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* The override material. If set, this material is used
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* for all objects in the scene.
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*
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* @type {?Material}
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* @default null
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*/
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this.overrideMaterial = overrideMaterial;
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/**
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* The clear color of the render pass.
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*
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* @type {?(number|Color|string)}
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* @default null
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*/
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this.clearColor = clearColor;
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/**
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* The clear alpha of the render pass.
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*
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* @type {?number}
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* @default null
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*/
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this.clearAlpha = clearAlpha;
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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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* If set to `true`, only the depth can be cleared when `clear` is to `false`.
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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.clearDepth = false;
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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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* This flag indicates that this pass renders the scene itself.
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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.isRenderPass = true;
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this._oldClearColor = new Color();
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}
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/**
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* Performs a beauty 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 oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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let oldClearAlpha, oldOverrideMaterial;
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if ( this.overrideMaterial !== null ) {
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oldOverrideMaterial = this.scene.overrideMaterial;
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this.scene.overrideMaterial = this.overrideMaterial;
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}
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if ( this.clearColor !== null ) {
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renderer.getClearColor( this._oldClearColor );
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renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
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}
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if ( this.clearAlpha !== null ) {
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oldClearAlpha = renderer.getClearAlpha();
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renderer.setClearAlpha( this.clearAlpha );
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}
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if ( this.clearDepth == true ) {
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renderer.clearDepth();
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}
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear === true ) {
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// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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}
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renderer.render( this.scene, this.camera );
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// restore
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if ( this.clearColor !== null ) {
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renderer.setClearColor( this._oldClearColor );
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}
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if ( this.clearAlpha !== null ) {
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renderer.setClearAlpha( oldClearAlpha );
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}
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if ( this.overrideMaterial !== null ) {
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this.scene.overrideMaterial = oldOverrideMaterial;
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}
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renderer.autoClear = oldAutoClear;
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}
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}
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export { RenderPass };
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