-- "Second screen experience" demo -- Click grid on desktop screen to build a scene simultaneously visible in VR space -- NOTE: does not currently work properly with the simluator driver, since lovr.mirror clears the window -- -- Sample contributed by andi mcc local shader = require 'shader' local mirror = lovr.mirror -- Backup lovr.mirror before it is overwritten local font = lovr.graphics.newFont(24) -- Font appropriate for screen-space usage font:setPixelDensity(1) -- Simple 2D triangle mesh local triangle = lovr.graphics.newBuffer( {{'VertexPosition', 'vec3'}}, {{0,-1,0}, {0.75,1,0}, {-0.75,1,0}}) -- Constants local pixwidth = lovr.system.getWindowWidth() -- Window pixel width and height local pixheight = lovr.system.getWindowHeight() local aspect = pixwidth/pixheight -- Window aspect ratio local height = 2 -- Window width and height in screen coordinates local width = aspect*2 -- ( We will pick the coordinate system [[-1,1],[-aspect,aspect]] ) local topmargin = 0.2 -- Space between top of screen and top of grid local cells = 7 -- Number of cells in grid (per side) local towerscalexz = 2 -- How wide is one block in 3D space? local towerscaley = 3 -- How tall (maximum) is one block in 3D space? -- Derived constants local gridheight = (height-topmargin*2) -- Height of grid local gridspan = gridheight/2 -- Half height of grid local cellheight = gridheight/cells -- Height of one grid cell local cellspan = cellheight/2 -- Half height of one grid cell local bannedcell = math.ceil(cells/2) -- Do not allow clicks at this x,y coordinate local fontscale = height/pixheight -- Scale argument to screen-space print() functions -- Screen-space coordinate system local matrix = lovr.math.newMat4():orthographic(-aspect, aspect, -1, 1, -64, 64) -- State: We will store the blocks to draw as a 2D array of heights (nil for no block) local grid = {} for x=1,cells do grid[x] = {} end function lovr.mousepressed(x, y, b) local inx = x * width / pixwidth - width/2 -- Convert pixel x,y to our coordinate system local iny = y * height / pixheight - height/2 local gridorigin = -gridspan - cellheight -- Upper left of grid () local gx = (inx - gridorigin) / cellheight -- Convert coordinate system to grid cells local gy = (iny - gridorigin) / cellheight local fx = math.floor(gx) local fy = math.floor(gy) if fx >= 1 and fy >= 1 and fx <= cells and fy <= cells -- If the click was within the grid and not (fx == bannedcell and fy == bannedcell) then -- and was not the banned center cell if grid[fx][fy] then grid[fx][fy] = nil -- toggle off else grid[fx][fy] = lovr.math.random() -- toggle on (random height) end end end local function drawGrid(pass) -- Draw cell backgrounds (where present) for _x=1,cells do for _y=1,cells do local gray = grid[_x][_y] if gray then local x = -gridspan + _x * cellheight - cellspan -- Center of cell local y = -gridspan + _y * cellheight - cellspan pass:setColor(gray,gray,gray,1) pass:plane(x, y, 0, cellheight, cellheight) end end end -- Draw grid lines pass:setColor(1,1,1,1) for c=0,cells do local x = -gridspan + c * cellheight local y = -gridspan + c * cellheight pass:line(-gridspan, y, 0, gridspan, y, 0) pass:line(x, -gridspan, 0, x, gridspan, 0) end -- Draw a red triangle indicating the position and orientation of the headset player pass:push() local x, y, z, angle, ax, ay, az = lovr.headset.getPose() -- Flatten the 3-space current rotation of the headset into just its xz axis -- Equation from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToEuler/index.htm local s = math.sin(angle) local c = math.cos(angle) local t = 1-c; local xzangle = math.atan2(ay*s - ax*az*t , 1 - (ay*ay + az*az) * t); pass:setColor(1,0,0,1) pass:translate(x / towerscalexz, z / towerscalexz, 0) pass:scale(cellheight*0.5*0.75) pass:rotate(-xzangle, 0, 0, 1) pass:mesh(triangle) pass:pop() end -- Draw HUD overlay local function mirror(pass) pass:origin() pass:setViewPose(1, mat4()) pass:setProjection(1, matrix) -- Switch to screen space coordinates pass:setDepthTest() -- Depth buffer will be full of garbage after drawing scene drawGrid(pass) -- Draw instructions pass:setColor(1,1,1,1) pass:setFont(font) pass:text("Instructions: Click the grid to create or remove blocks.", 0, (gridheight+cellheight)/2, 0, fontscale) end -- Draw one block local function floorbox(pass,_x,_y,gray) local x = -gridspan + _x * cellheight - cellspan local z = -gridspan + _y * cellheight - cellspan local height = gray * towerscaley pass:box(x*towerscalexz, height/2, z*towerscalexz, cellheight*towerscalexz, height, cellheight*towerscalexz) end -- Draw 3D scene local function draw(pass) pass:setShader(shader) pass:setColor(0,1,1) for x=1,cells do for y=1,cells do local gray = grid[x][y] if gray then floorbox(pass,x,y,gray) end end end pass:setShader() end -- Handle LOVR function lovr.draw(pass) draw(pass) -- Headset contents end local originalMirror = lovr.mirror -- By default, LOVR will have given us a mirror that displays the headset function lovr.mirror(pass) originalMirror(pass) -- Headset texture (note: this will fill the depth buffer with z=0) mirror(pass) -- Mirror contents end