function lovr.load() lovr.graphics.setBackgroundColor(.7, .7, .7) -- Precompute camera transform (could also be attached to a controller) local x, y, z = -3, 3, 3 camera = lovr.math.newMat4():target(vec3(x, y, z), vec3(0, 0, 0)) view = lovr.math.newMat4():lookAt(vec3(x, y, z), vec3(0, 0, 0)) end local renderScene -- Render to the mirror window using the camera perspective function lovr.mirror(pass) pass:transform(view) renderScene(pass, true) end -- Render to the headset using the headset perspective function lovr.draw(pass) renderScene(pass, false) end renderScene = function(pass, isCamera) local t = lovr.headset.getTime() -- Draw the ground pass:setColor(.15, .15, .15) pass:plane(0, 0, 0, 4, 4, math.pi / 2, 1, 0, 0) -- Draw some cubes pass:setColor(1, 0, 0) for i = -3, 3 do local ax, ay, az = lovr.math.noise(i + t), lovr.math.noise(i + t * .3), lovr.math.noise(i + t * .7) pass:cube(i, 2 + math.sin(i + t), -1, .2, (t * .1) * math.pi, ax, ay, az) end -- Draw the headset or the camera, depending on the viewer if isCamera then pass:setColor(1, 1, 1) local x, y, z, angle, ax, ay, az = lovr.headset.getPose() pass:cube(x, y, z, .2, angle, ax, ay, az) else pass:setColor(1, 1, 1) pass:cube(camera) end -- Always draw the controllers for i, hand in ipairs(lovr.headset.getHands()) do local x, y, z, angle, ax, ay, az = lovr.headset.getPose(hand) pass:cube(x, y, z, .06, angle, ax, ay, az) end end