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Cherry-pick cubemap-generate;

bjorn 4 éve
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cf8d9b7080
1 módosított fájl, 191 hozzáadás és 0 törlés
  1. 191 0
      examples/Effects/Cubemap_Generate/main.lua

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examples/Effects/Cubemap_Generate/main.lua

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+-- This demo renders a scene into a cubemap, then displays the rendered screen reflected on a sphere surface within the screen.
+--
+-- Sample contributed by andi mcc with help from holo
+
+-- First a simple scene, a checkerboard floor and some floating cubes
+-- Want to see how the cubemap is done? Skip this whole section
+
+local scene = {}
+
+function scene.load()
+	scene.floorSize = 6
+	scene.cubeCount = 60
+	scene.boundMin = lovr.math.newVec3(-10, -1, -10)
+	scene.boundMax = lovr.math.newVec3(10,   9,  10)
+	scene.speed = 1
+	scene.rotateSpeed = 1
+	scene.cubeSize = 0.2
+	scene.cubes = {}
+
+	scene.sphereCenter = lovr.math.newVec3(0, 1.5, -0.5)
+	scene.sphereRad = 0.125
+
+	for i=1,scene.cubeCount do
+		scene.generate(i, true)
+	end
+end
+
+local function randomQuaternion()
+	-- Formula from http://planning.cs.uiuc.edu/node198.html
+	local u,v,w = math.random(), math.random(), math.random()
+	return lovr.math.newQuat( math.sqrt(1-u)*math.sin(2*v*math.pi),
+		        math.sqrt(1-u)*math.cos(2*v*math.pi),
+		        math.sqrt(u)*math.sin(2*w*math.pi),
+		        math.sqrt(u)*math.cos(2*w*math.pi),
+		        true ) -- Raw components
+end
+
+function scene.generate(i, randomZ) -- Generate each cube with random position and color and a random rotational velocity
+	local cube = {}
+	cube.at = lovr.math.newVec3()
+	cube.at.x = scene.boundMin.x + math.random()*(scene.boundMax.x-scene.boundMin.x)
+	cube.at.y = scene.boundMin.y + math.random()*(scene.boundMax.y-scene.boundMin.y)
+	if randomZ then
+		cube.at.z = scene.boundMin.z + math.random()*(scene.boundMax.z-scene.boundMin.z)
+	else
+		cube.at.z = scene.boundMin.z
+	end
+	cube.rotateBasis = randomQuaternion()
+	cube.rotateTarget = lovr.math.newQuat(cube.rotateBasis:conjugate())
+	cube.rotate = cube.rotateBasis
+	cube.color = {math.random()*0.8, math.random()*0.8, math.random()*0.8}
+	scene.cubes[i] = cube
+end
+
+function scene.update(dt) -- On each frame, move each cube and spin it a little
+	for i,cube in ipairs(scene.cubes) do
+		cube.at.z = cube.at.z + scene.speed*dt
+		if cube.at.z > scene.boundMax.z then -- If cube left the scene bounds respawn it
+			scene.generate(i)
+		else
+			local rotateAmount = (cube.at.z - scene.boundMin.z)/(scene.boundMax.z-scene.boundMin.z)
+			cube.rotate = cube.rotateBasis:slerp( cube.rotateTarget, rotateAmount )
+		end
+	end
+end
+
+function scene.draw()
+	lovr.graphics.setShader()
+
+	-- First, draw a floor
+	local floorRecenter = scene.floorSize/2 + 0.5
+	for x=1,scene.floorSize do for y=1,scene.floorSize do
+		if (x+y)%2==0 then
+			lovr.graphics.setColor(0.25,0.25,0.25)
+		else
+			lovr.graphics.setColor(0.5,0.5,0.5)
+		end
+		lovr.graphics.plane('fill', x-floorRecenter,0,y-floorRecenter, 1,1, math.pi/2,1,0,0)
+	end end
+
+	-- Draw cubes
+	for _,cube in ipairs(scene.cubes) do
+		lovr.graphics.setColor(unpack(cube.color))
+		lovr.graphics.cube('fill', cube.at.x, cube.at.y, cube.at.z, scene.cubeSize, cube.rotate:unpack())
+	end
+end
+
+-- Now the cubemap stuff
+
+local cubemap = {}
+
+local unitX = lovr.math.newVec3(1,0,0)
+local unitY = lovr.math.newVec3(0,1,0)
+local unitZ = lovr.math.newVec3(0,0,1)
+
+function cubemap.load()
+	-- Create cubemap textures
+	local cubemapWidth, cubemapHeight = 256, 256
+	local skybox = lovr.graphics.newTexture(cubemapWidth, cubemapHeight, { format = "rg11b10f", stereo = false, type = "cube" })
+	cubemap.faces = {}
+
+	-- Precalculate cubemap View-Projection matrices
+	local center = scene.sphereCenter
+	local bias = unitZ * 0.001
+	local up = -unitY
+	cubemap.facePerspective = lovr.math.newMat4( lovr.math.mat4():perspective(90.0, 1, 0.1, 1000) )
+	for i,matrix in ipairs{
+		lovr.math.mat4():lookAt(center, center + unitX, up),
+		lovr.math.mat4():lookAt(center, center - unitX, up),
+		lovr.math.mat4():lookAt(center, center + unitY, up + bias),
+		lovr.math.mat4():lookAt(center, center - unitY, up - bias),
+		lovr.math.mat4():lookAt(center, center + unitZ, up),
+		lovr.math.mat4():lookAt(center, center - unitZ, up)
+	} do
+		-- Each face will contain a matrix, and a preallocated canvas linked to the skybox cube texture
+		local face = {}
+		local canvas = lovr.graphics.newCanvas(skybox)
+		canvas:setTexture(skybox, i)
+		cubemap.faces[i] = lovr.graphics.newCanvas(skybox)
+		cubemap.faces[i]:setTexture(skybox, i)
+
+		cubemap.faces[i] = face
+		face.canvas = canvas
+		face.matrix = lovr.math.newMat4(matrix)
+	end
+
+	-- Create reflection shader
+	cubemap.shader = lovr.graphics.newShader([[
+		out vec3 viewAngle;
+		out vec3 normal;
+		vec4 position(mat4 projection, mat4 transform, vec4 vertex) {
+			mat4 view_from_local = lovrView * lovrModel; // Move to sphere center
+			normal = normalize(view_from_local * vec4(lovrNormal, 0.0)).xyz; // What angle does our view reflect at?
+			viewAngle = -(view_from_local * vertex).xyz; // Angle to query cube map from
+			return projection * transform * vertex;      // Actual vertex to draw at
+		}
+	]], [[
+		in vec3 viewAngle;
+		in vec3 normal;
+		uniform samplerCube cubemap;
+		vec4 color(vec4 color, sampler2D image, vec2 uv) {
+			vec3 n = normalize(normal);
+			vec3 i = normalize(viewAngle);
+			vec4 sphereColor = color*texture(cubemap, reflect(n, i));
+			float ndi = dot(n, i) * 0.5 + 0.5; // Darken the sphere a little around the edges to give it apparent depth
+			return vec4(sphereColor.rgb * ndi, 1.);
+		}
+	]])
+	cubemap.shader:send("cubemap", skybox)
+end
+
+function cubemap.draw()
+	local view = {lovr.graphics.getViewPose(1)} -- Manual "push" for view and projection
+	local perspective = lovr.math.mat4()
+	lovr.graphics.getProjection(1, perspective)
+
+	-- On each frame, render the six faces of the cube map with the current item positions
+	lovr.graphics.setProjection(1, cubemap.facePerspective)
+	for i,face in ipairs(cubemap.faces) do
+		face.canvas:renderTo(function()
+			lovr.graphics.setViewPose(1,face.matrix,false)
+			lovr.graphics.clear()
+			scene.draw()
+		end)
+	end
+	
+	lovr.graphics.setProjection(1, perspective) -- Manual "pop" for view and projection
+	lovr.graphics.setViewPose(1, unpack(view))
+
+	-- Draw sphere textured with cube map
+	lovr.graphics.setColor(1,0.6,0.6)
+	lovr.graphics.setShader(cubemap.shader)
+	lovr.graphics.sphere(scene.sphereCenter.x, scene.sphereCenter.y, scene.sphereCenter.z, scene.sphereRad)
+end
+
+-- Handle lovr
+
+function lovr.load()
+	lovr.graphics.setBackgroundColor(0.9,0.9,0.9)
+	scene.load()
+	cubemap.load()
+end
+
+function lovr.update(dt)
+	scene.update(dt)
+end
+
+function lovr.draw()
+	scene.draw()
+	cubemap.draw()
+end