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+-- This demo renders a scene with several uses of stencil maps (skip down to comment "Stencils here")
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+--
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+-- Sample contributed by andi mcc
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+
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+local scene = {}
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+
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+function scene.load()
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+ -- So we can see the effects of the stencils, we want to put some things in our scene.
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+
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+ -- A checkerboard floor:
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+ scene.floorSize = 6
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+
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+ -- A series of sideways-drifting cubes (these will be stenciled)
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+ scene.driftCubeCount = 60
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+ scene.boundMin = lovr.math.newVec3(-10, -1, -10)
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+ scene.boundMax = lovr.math.newVec3( 10, 9, 10)
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+ scene.speed = 1
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+ scene.driftCubeSize = 0.6
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+ scene.driftCubes = {}
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+ for i=1,scene.driftCubeCount do
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+ scene.generateDriftCube(i, true)
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+ end
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+
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+ -- A 3x3 cube made of two different stencil types
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+ scene.stencilCubeCenter = lovr.math.newVec3(0, 1.5, -0.5)
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+ scene.stencilCubeRad = 0.125
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+ scene.stencilCubeRotateSpeed = 1
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+ local stencilCubes = {}
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+ for z=1,3 do for y=1,3 do for x=1,3 do -- Iterate over every cube
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+ if not (x==2 and y==2 and z==2) then -- Except the center
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+ table.insert(stencilCubes, {lovr.math.newVec3(x,y,z), math.random(1,2)}) -- Cube center and stencil type
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+ end
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+ end end end
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+
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+ -- Three cubemap skyboxes, of different colors
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+ scene.skybox = {}
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+ local skyboxTextureSize = 16
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+ local bandSize=3
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+ for cube_index,colors in ipairs{
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+ {{1, 0.5, 1}, {1,1,1}}, -- Fuschia and white
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+ {{0, 0, 0}, {1, 1, 0.5}}, -- Black and yellow
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+ {{1,1,1}, {0.9,0.9,0.9}}, -- White and silver
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+ } do
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+ local layers = {}
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+ for layer=1,6 do -- 6 layers to a cubemap
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+ local data = lovr.data.newImage(skyboxTextureSize, skyboxTextureSize, "rgba8")
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+ for y=1,skyboxTextureSize do for x=1,skyboxTextureSize do
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+ local isBorder = x==1 or x==skyboxTextureSize or y==1 or y==skyboxTextureSize -- Solid color in corners
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+ local direction = cube_index==3 and -1 or 1 -- Reverse direction on third cubemap
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+ local whichColor = (isBorder or ((x+direction*y-2)%(bandSize*2)>=bandSize)) and 1 or 2 -- Diagonal stripes
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+ data:setPixel(x-1,y-1,unpack(colors[whichColor]))
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+ end end
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+ table.insert(layers, data)
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+ end
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+ table.insert(scene.skybox, lovr.graphics.newTexture(layers))
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+ end
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+
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+ scene.sampler = lovr.graphics.newSampler({filter="nearest"})
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+end
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+
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+local function randomQuaternion() -- Generate one random rotation
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+ -- Formula from http://planning.cs.uiuc.edu/node198.html
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+ local u,v,w = math.random(), math.random(), math.random()
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+ return lovr.math.newQuat( math.sqrt(1-u)*math.sin(2*v*math.pi),
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+ math.sqrt(1-u)*math.cos(2*v*math.pi),
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+ math.sqrt(u)*math.sin(2*w*math.pi),
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+ math.sqrt(u)*math.cos(2*w*math.pi),
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+ true ) -- Raw components
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+end
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+
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+function scene.generateDriftCube(i, randomZ) -- Generate one cube with random position and color and a random rotational velocity
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+ local cube = {}
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+ cube.at = lovr.math.newVec3()
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+ cube.at.x = scene.boundMin.x + math.random()*(scene.boundMax.x-scene.boundMin.x)
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+ cube.at.y = scene.boundMin.y + math.random()*(scene.boundMax.y-scene.boundMin.y)
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+ if randomZ then
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+ cube.at.z = scene.boundMin.z + math.random()*(scene.boundMax.z-scene.boundMin.z)
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+ else
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+ cube.at.z = scene.boundMin.z
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+ end
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+ cube.rotateBasis = randomQuaternion()
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+ cube.rotateTarget = lovr.math.newQuat(cube.rotateBasis:conjugate())
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+ cube.rotate = cube.rotateBasis
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+ scene.driftCubes[i] = cube
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+end
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+
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+function scene.update(dt) -- On each frame, move each cube and spin it a little
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+ for i,cube in ipairs(scene.driftCubes) do
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+ cube.at.x = cube.at.x + scene.speed*dt
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+ if cube.at.x > scene.boundMax.x then -- If cube left the scene bounds respawn it
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+ scene.generateDriftCube(i)
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+ else
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+ local rotateAmount = (cube.at.x - scene.boundMin.x)/(scene.boundMax.x-scene.boundMin.x)
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+ cube.rotate = cube.rotateBasis:slerp( cube.rotateTarget, rotateAmount )
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+ end
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+ end
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+end
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+
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+function scene.draw(pass)
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+ -- First, draw the skybox
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+ pass:setSampler(scene.sampler)
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+ pass:skybox(scene.skybox[3])
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+
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+ -- Next, draw a floor
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+ local floorRecenter = scene.floorSize/2 + 0.5
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+ for x=1,scene.floorSize do for y=1,scene.floorSize do
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+ if (x+y)%2==0 then
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+ pass:setColor(0.25,0.25,0.25)
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+ else
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+ pass:setColor(0.5,0.5,0.5)
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+ end
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+ pass:plane(x-floorRecenter,0,y-floorRecenter, 1,1, math.pi/2,1,0,0)
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+ end end
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+
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+ -- Draw driftCubes
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+ for _,cube in ipairs(scene.driftCubes) do
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+ pass:setColor(0.5,0.5,0.5,0.5)
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+ pass:cube(cube.at.x, cube.at.y, cube.at.z, scene.driftCubeSize, cube.rotate:unpack())
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+ end
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+end
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+
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+-- Handle lovr
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+
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+function lovr.load()
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+ lovr.graphics.setBackgroundColor(1,0,0) -- Red to show up clearly if something goes wrong
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+ scene.load()
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+end
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+
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+function lovr.update(dt)
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+ scene.update(dt)
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+end
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+
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+function lovr.draw(pass)
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+ scene.draw(pass)
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+end
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