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@@ -23,22 +23,23 @@ function scene.load()
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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.stencilCubeSize = 0.25
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+ scene.stencilCubeRotate = 0
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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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+ 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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-- Three cubemap skyboxes, of different colors
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scene.skybox = {}
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- local skyboxTextureSize = 16
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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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- {{0, 0, 0}, {1, 1, 0.5}}, -- Black and yellow
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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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@@ -68,16 +69,17 @@ local function randomQuaternion() -- Generate one random rotation
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true ) -- Raw components
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end
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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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+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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- 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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+ 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.z = scene.boundMin.z
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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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@@ -94,6 +96,9 @@ function scene.update(dt) -- On each frame, move each cube and spin it a little
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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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@@ -107,16 +112,60 @@ function scene.draw(pass)
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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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+ 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)
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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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- -- Draw driftCubes
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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
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+ pass:setStencilWrite("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(0.5,0.5,0.5,0.5)
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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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