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lingo3d-react

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Lingo3D is a React/Vue 3d game development framework that ships with a complete visual editor

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import { M as _, aI as S, a, h, V as f, j as b, Z as m, aJ as u, aK as D, aL as B, aM as C, aN as T } from "./index-895cfa2f.mjs"; import "react"; import "react-dom"; class W extends _ { constructor(e, r, i, t, { mixBlur: o = 0, mixStrength: c = 1, resolution: d = 256, blur: s = [0, 0], minDepthThreshold: p = 0.9, maxDepthThreshold: x = 1, depthScale: n = 0, depthToBlurRatioBias: v = 0.25, mirror: g = 0, distortion: P = 1, mixContrast: M = 1, distortionMap: l, reflectorOffset: w = 0, planeNormal: U = new a(0, 0, 1) } = {}) { super(), this.gl = e, this.camera = r, this.scene = i, this.parent = t, this.hasBlur = s[0] + s[1] > 0, this.reflectorPlane = new S(), this.normal = new a(), this.reflectorWorldPosition = new a(), this.cameraWorldPosition = new a(), this.rotationMatrix = new h(), this.lookAtPosition = new a(0, -1, 0), this.clipPlane = new f(), this.view = new a(), this.target = new a(), this.q = new f(), this.textureMatrix = new h(), this.virtualCamera = new b(), this.reflectorOffset = w, this.planeNormal = U, this.setupBuffers(d, s), this.reflectorProps = { mirror: g, textureMatrix: this.textureMatrix, mixBlur: o, tDiffuse: this.fbo1.texture, tDepth: this.fbo1.depthTexture, tDiffuseBlur: this.fbo2.texture, hasBlur: this.hasBlur, mixStrength: c, minDepthThreshold: p, maxDepthThreshold: x, depthScale: n, depthToBlurRatioBias: v, distortion: P, distortionMap: l, mixContrast: M, "defines-USE_BLUR": this.hasBlur ? "" : void 0, "defines-USE_DEPTH": n > 0 ? "" : void 0, "defines-USE_DISTORTION": l ? "" : void 0 }; } setupBuffers(e, r) { const i = { minFilter: m, magFilter: m, encoding: this.gl.outputEncoding }, t = new u(e, e, i); t.depthBuffer = !0, t.depthTexture = new D(e, e), t.depthTexture.format = B, t.depthTexture.type = C; const o = new u(e, e, i); this.fbo1 = t, this.fbo2 = o, this.kawaseBlurPass = new T(), this.kawaseBlurPass.setSize(r[0], r[1]); } beforeRender() { if (!this.parent || (this.reflectorWorldPosition.setFromMatrixPosition(this.parent.matrixWorld), this.cameraWorldPosition.setFromMatrixPosition(this.camera.matrixWorld), this.rotationMatrix.extractRotation(this.parent.matrixWorld), this.normal.copy(this.planeNormal), this.normal.applyMatrix4(this.rotationMatrix), this.reflectorWorldPosition.addScaledVector(this.normal, this.reflectorOffset), this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition), this.view.dot(this.normal) > 0)) return; this.view.reflect(this.normal).negate(), this.view.add(this.reflectorWorldPosition), this.rotationMatrix.extractRotation(this.camera.matrixWorld), this.lookAtPosition.set(0, 0, -1), this.lookAtPosition.applyMatrix4(this.rotationMatrix), this.lookAtPosition.add(this.cameraWorldPosition), this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition), this.target.reflect(this.normal).negate(), this.target.add(this.reflectorWorldPosition), this.virtualCamera.position.copy(this.view), this.virtualCamera.up.set(0, 1, 0), this.virtualCamera.up.applyMatrix4(this.rotationMatrix), this.virtualCamera.up.reflect(this.normal), this.virtualCamera.lookAt(this.target), this.virtualCamera.far = this.camera.far, this.virtualCamera.updateMatrixWorld(), this.virtualCamera.projectionMatrix.copy(this.camera.projectionMatrix), this.textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1), this.textureMatrix.multiply(this.virtualCamera.projectionMatrix), this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse), this.textureMatrix.multiply(this.parent.matrixWorld), this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition), this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse), this.clipPlane.set(this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant); const e = this.virtualCamera.projectionMatrix; this.q.x = (Math.sign(this.clipPlane.x) + e.elements[8]) / e.elements[0], this.q.y = (Math.sign(this.clipPlane.y) + e.elements[9]) / e.elements[5], this.q.z = -1, this.q.w = (1 + e.elements[10]) / e.elements[14], this.clipPlane.multiplyScalar(2 / this.clipPlane.dot(this.q)), e.elements[2] = this.clipPlane.x, e.elements[6] = this.clipPlane.y, e.elements[10] = this.clipPlane.z + 1, e.elements[14] = this.clipPlane.w; } update() { if (this.parent.material !== this) return; this.parent.visible = !1; const e = this.gl.xr.enabled, r = this.gl.shadowMap.autoUpdate; this.beforeRender(), this.gl.xr.enabled = !1, this.gl.shadowMap.autoUpdate = !1, this.gl.setRenderTarget(this.fbo1), this.gl.state.buffers.depth.setMask(!0), this.gl.autoClear || this.gl.clear(), this.gl.render(this.scene, this.virtualCamera), this.hasBlur && this.kawaseBlurPass.render(this.gl, this.fbo1, this.fbo2), this.gl.xr.enabled = e, this.gl.shadowMap.autoUpdate = r, this.parent.visible = !0, this.gl.setRenderTarget(null); } onBeforeCompile(e, ...r) { super.onBeforeCompile(e, ...r), this.defines === void 0 && (this.defines = {}), this.defines.USE_UV || (this.defines.USE_UV = ""), this.reflectorProps["defines-USE_BLUR"] !== void 0 && (this.defines.USE_BLUR = ""), this.reflectorProps["defines-USE_DEPTH"] !== void 0 && (this.defines.USE_DEPTH = ""), this.reflectorProps["defines-USE_DISTORTION"] !== void 0 && (this.defines.USE_DISTORTION = ""); let i = this.reflectorProps; for (let t in i) e.uniforms[t] = { get value() { return i[t]; } }; e.vertexShader = ` uniform mat4 textureMatrix; varying vec4 my_vUv; ${e.vertexShader}`, e.vertexShader = e.vertexShader.replace( "#include <project_vertex>", /* glsl */ ` #include <project_vertex> my_vUv = textureMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); ` ), e.fragmentShader = /* glsl */ ` uniform sampler2D tDiffuse; uniform sampler2D tDiffuseBlur; uniform sampler2D tDepth; uniform sampler2D distortionMap; uniform float distortion; uniform float cameraNear; uniform float cameraFar; uniform bool hasBlur; uniform float mixBlur; uniform float mirror; uniform float mixStrength; uniform float minDepthThreshold; uniform float maxDepthThreshold; uniform float mixContrast; uniform float depthScale; uniform float depthToBlurRatioBias; varying vec4 my_vUv; ${e.fragmentShader}`, e.fragmentShader = e.fragmentShader.replace( "#include <emissivemap_fragment>", /* glsl */ ` #include <emissivemap_fragment> float distortionFactor = 0.0; #ifdef USE_DISTORTION distortionFactor = texture2D(distortionMap, vUv).r * distortion; #endif vec4 new_vUv = my_vUv; new_vUv.x += distortionFactor; new_vUv.y += distortionFactor; vec4 base = texture2DProj(tDiffuse, new_vUv); vec4 blur = texture2DProj(tDiffuseBlur, new_vUv); vec4 merge = base; #ifdef USE_NORMALMAP vec2 normal_uv = vec2(0.0); vec4 normalColor = texture2D(normalMap, vUv); vec3 my_normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) ); vec3 coord = new_vUv.xyz / new_vUv.w; normal_uv = coord.xy + coord.z * my_normal.xz * 0.05 * normalScale; vec4 base_normal = texture2D(tDiffuse, normal_uv); vec4 blur_normal = texture2D(tDiffuseBlur, normal_uv); merge = base_normal; blur = blur_normal; #endif float depthFactor = 0.0001; float blurFactor = 0.0; #ifdef USE_DEPTH vec4 depth = texture2DProj(tDepth, new_vUv); depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a)); depthFactor *= depthScale; depthFactor = max(0.0001, min(1.0, depthFactor)); #ifdef USE_BLUR blur = blur * min(1.0, depthFactor + depthToBlurRatioBias); merge = merge * min(1.0, depthFactor + 0.5); #else merge = merge * depthFactor; #endif #endif float reflectorRoughnessFactor = roughness; #ifdef USE_ROUGHNESSMAP vec4 reflectorTexelRoughness = texture2D( roughnessMap, vUv ); reflectorRoughnessFactor *= reflectorTexelRoughness.g; #endif #ifdef USE_BLUR blurFactor = min(1.0, mixBlur * reflectorRoughnessFactor); merge = mix(merge, blur, blurFactor); #endif vec4 newMerge = vec4(0.0, 0.0, 0.0, 1.0); newMerge.r = (merge.r - 0.5) * mixContrast + 0.5; newMerge.g = (merge.g - 0.5) * mixContrast + 0.5; newMerge.b = (merge.b - 0.5) * mixContrast + 0.5; diffuseColor.rgb = diffuseColor.rgb * ((1.0 - min(1.0, mirror)) + newMerge.rgb * mixStrength); ` ); } } export { W as default };