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@@ -5,183 +5,185 @@
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local scene = {}
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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.stencilCubeSize = 0.25
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- scene.stencilCubeRotate = 0
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- scene.stencilCubeRotateSpeed = 1
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- scene.stencilCubes = {}
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- for z=-1,1 do for y=-1,1 do for x=-1,1 do -- Iterate over every cube
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- if not (x==0 and y==0 and z==0) then -- Except the center
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- table.insert(scene.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 = 32
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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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- {{1, 1, 0.5}, {0,0,0}}, -- Yellow and black
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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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+ -- 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.stencilCubeSize = 0.25
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+ scene.stencilCubeRotate = 0
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+ scene.stencilCubeRotateSpeed = 1
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+ scene.stencilCubes = {}
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+ for z=-1,1 do for y=-1,1 do for x=-1,1 do -- Iterate over every cube
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+ if not (x==0 and y==0 and z==0) then -- Except the center
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+ table.insert(scene.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 = 32
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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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+ {{1, 1, 0.5}, {0,0,0}}, -- Yellow and black
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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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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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+ -- 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(
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+ 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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+ )
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end
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function scene.generateDriftCube(i, randomX) -- 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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- if randomX then
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- cube.at.x = scene.boundMin.x + math.random()*(scene.boundMax.x-scene.boundMin.x)
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- else
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- cube.at.x = scene.boundMin.x
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- end
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- cube.at.y = scene.boundMin.y + math.random()*(scene.boundMax.y-scene.boundMin.y)
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- cube.at.z = scene.boundMin.z + math.random()*(scene.boundMax.z-scene.boundMin.z)
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-
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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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+ local cube = {}
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+ cube.at = lovr.math.newVec3()
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+ if randomX then
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+ cube.at.x = scene.boundMin.x + math.random()*(scene.boundMax.x-scene.boundMin.x)
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+ else
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+ cube.at.x = scene.boundMin.x
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+ end
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+ cube.at.y = scene.boundMin.y + math.random()*(scene.boundMax.y-scene.boundMin.y)
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+ cube.at.z = scene.boundMin.z + math.random()*(scene.boundMax.z-scene.boundMin.z)
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+
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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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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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-
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- -- Also rotate the center cube
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- scene.stencilCubeRotate = scene.stencilCubeRotate + dt*scene.stencilCubeRotateSpeed
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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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+
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+ -- Also rotate the center cube
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+ scene.stencilCubeRotate = scene.stencilCubeRotate + dt*scene.stencilCubeRotateSpeed
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end
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function scene.draw(pass)
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- -- Drawing without culling can make stencils or transparency look weird. We'll be using both...
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- pass:setCullMode('back')
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-
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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(0.35,0.35,0.35)
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- end
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- pass:plane(x-floorRecenter,0,y-floorRecenter, 1,1, -math.pi/2,1,0,0) -- Face up
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- end end
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- pass:setColor(1,1,1,1)
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-
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- -- Stencils here
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- -- Using stencils involves drawing twice, once with a stencil write set and once with a stencil test set.
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-
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- -- Example 1: Using stencils to "paint" scenes
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-
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- -- Each sub-cube in our 3x3 cube will write a different value to the stencil buffer, 1 or 2.
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- pass:setColorWrite() -- In the color spectrum, these cubes are completely invisible! They write only stencil and depth.
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- pass:push() -- Position ourselves in the right place
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- pass:translate(scene.stencilCubeCenter)
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- pass:rotate(scene.stencilCubeRotate, 0,1,0)
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- for _, cube in ipairs(scene.stencilCubes) do
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- local center, stencilValue = unpack(cube)
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-
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- -- Draw to stencil (but only when we pass the depth test)
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- pass:setStencilWrite({"keep", "keep", "replace"}, stencilValue)
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- pass:cube(center*scene.stencilCubeSize, scene.stencilCubeSize)
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-
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- end
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- pass:pop()
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-
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- pass:setStencilWrite() -- Reset stencil write
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- pass:setColorWrite(true) -- Reset color write
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-
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- -- Now that we've painted the stencil buffer, let's draw something with depth-- like a skybox
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- pass:setDepthTest() -- Turn off depth test because the skybox is "behind" the cubes
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- for stencilValue=1,2 do
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- pass:setStencilTest("equal", stencilValue) -- Commands after here will only draw on pixels where the stencil value is right
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-
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- pass:skybox(scene.skybox[stencilValue])
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- end
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- pass:setDepthTest("gequal") -- Turn depth test back on
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-
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- -- Example 2: Using stencils to prevent collision
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-
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- -- Here we will write AND test the stencil at the same time! In this step we want to draw a bunch of 50%-transparent cubes,
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- -- But we don't want any cubes to overlap each other. We want each cube to look like a "world of shadow".
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- -- The cubes can darken the skybox and the 3x3 cube, but not any pixel where another cube has already drawn.
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-
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- pass:setStencilTest("notequal", 3) -- We will write the value "3", but refuse to write any pixel where a 3 is already present.
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- pass:setStencilWrite("replace", 3) -- Note we haven't cleared the stencil buffer, so we can't reuse values 1 or 2.
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- for _,cube in ipairs(scene.driftCubes) do
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- pass:setColor(0.75,0.5,0.5,0.5)
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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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-
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- -- The stencil state will reset at the end of this lovr.draw, but let's clear it anyway.
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- pass:setStencilWrite()
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- pass:setStencilTest()
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+ -- Drawing without culling can make stencils or transparency look weird. We'll be using both...
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+ pass:setCullMode('back')
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+
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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(0.35,0.35,0.35)
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+ end
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+ pass:plane(x-floorRecenter,0,y-floorRecenter, 1,1, -math.pi/2,1,0,0) -- Face up
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+ end end
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+ pass:setColor(1,1,1,1)
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+
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+ -- Stencils here
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+ -- Using stencils involves drawing twice, once with a stencil write set and once with a stencil test set.
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+
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+ -- Example 1: Using stencils to "paint" scenes
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+
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+ -- Each sub-cube in our 3x3 cube will write a different value to the stencil buffer, 1 or 2.
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+ pass:setColorWrite() -- In the color spectrum, these cubes are completely invisible! They write only stencil and depth.
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+ pass:push() -- Position ourselves in the right place
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+ pass:translate(scene.stencilCubeCenter)
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+ pass:rotate(scene.stencilCubeRotate, 0,1,0)
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+ for _, cube in ipairs(scene.stencilCubes) do
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+ local center, stencilValue = unpack(cube)
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+
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+ -- Draw to stencil (but only when we pass the depth test)
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+ pass:setStencilWrite({"keep", "keep", "replace"}, stencilValue)
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+ pass:cube(center*scene.stencilCubeSize, scene.stencilCubeSize)
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+
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+ end
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+ pass:pop()
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+
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+ pass:setStencilWrite() -- Reset stencil write
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+ pass:setColorWrite(true) -- Reset color write
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+
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+ -- Now that we've painted the stencil buffer, let's draw something with depth-- like a skybox
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+ pass:setDepthTest() -- Turn off depth test because the skybox is "behind" the cubes
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+ for stencilValue=1,2 do
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+ pass:setStencilTest("equal", stencilValue) -- Commands after here will only draw on pixels where the stencil value is right
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+
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+ pass:skybox(scene.skybox[stencilValue])
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+ end
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+ pass:setDepthTest("gequal") -- Turn depth test back on
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+
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+ -- Example 2: Using stencils to prevent collision
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+
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+ -- Here we will write AND test the stencil at the same time! In this step we want to draw a bunch of 50%-transparent cubes,
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+ -- But we don't want any cubes to overlap each other. We want each cube to look like a "world of shadow".
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+ -- The cubes can darken the skybox and the 3x3 cube, but not any pixel where another cube has already drawn.
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+
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+ pass:setStencilTest("notequal", 3) -- We will write the value "3", but refuse to write any pixel where a 3 is already present.
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+ pass:setStencilWrite("replace", 3) -- Note we haven't cleared the stencil buffer, so we can't reuse values 1 or 2.
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+ for _,cube in ipairs(scene.driftCubes) do
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+ pass:setColor(0.75,0.5,0.5,0.5)
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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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+
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+ -- The stencil state will reset at the end of this lovr.draw, but let's clear it anyway.
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+ pass:setStencilWrite()
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+ pass:setStencilTest()
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end
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-- Handle lovr
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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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+ 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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function lovr.update(dt)
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- scene.update(dt)
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+ scene.update(dt)
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end
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function lovr.draw(pass)
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- scene.draw(pass)
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|
+ scene.draw(pass)
|
|
|
end
|