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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(pass)
- -- 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
- pass:setColor(0.25,0.25,0.25)
- else
- pass:setColor(0.5,0.5,0.5)
- end
- pass:plane(x-floorRecenter,0,y-floorRecenter, 1,1, math.pi/2,1,0,0)
- end end
- -- Draw cubes
- for _,cube in ipairs(scene.cubes) do
- pass:setColor(unpack(cube.color))
- pass:cube(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
- cubemap.texture = lovr.graphics.newTexture(cubemapWidth, cubemapHeight, 6, { type = "cube" })
- cubemap.faces = {}
- -- Precalculate cubemap View-Projection matrices
- local center = scene.sphereCenter
- cubemap.facePerspective = lovr.math.newMat4():perspective(math.rad(90.0), 1, .1, 0)
- for i,matrix in ipairs{
- -- Not sure why the x flip is needed!
- lovr.math.mat4():lookAt(center, center - unitX, vec3(0, 1, 0)),
- lovr.math.mat4():lookAt(center, center + unitX, vec3(0, 1, 0)),
- lovr.math.mat4():lookAt(center, center + unitY, vec3(0, 0, -1)),
- lovr.math.mat4():lookAt(center, center - unitY, vec3(0, 0, 1)),
- lovr.math.mat4():lookAt(center, center + unitZ, vec3(0, 1, 0)),
- lovr.math.mat4():lookAt(center, center - unitZ, vec3(0, 1, 0))
- } do
- -- Each face will contain a matrix
- local face = {}
- face.matrix = lovr.math.newMat4(matrix)
- cubemap.faces[i] = face
- end
- -- Create reflection shader
- cubemap.shader = lovr.graphics.newShader('unlit', [[
- uniform textureCube cubemap;
- vec4 lovrmain() {
- vec3 V = normalize(CameraPositionWorld - PositionWorld);
- vec3 N = normalize(Normal);
- vec3 R = reflect(-V, N);
- vec4 sphereColor = Color * getPixel(cubemap, R * vec3(-1, 1, 1));
- float ndi = dot(N, V) * 0.5 + 0.5; // Darken the sphere a little around the edges to give it apparent depth
- return vec4(sphereColor.rgb * ndi, 1.);
- }
- ]])
- -- Set up a render pass that renders to the cubemap
- cubemap.pass = lovr.graphics.newPass(cubemap.texture)
- cubemap.pass:setClear(lovr.graphics.getBackgroundColor())
- end
- function cubemap.draw()
- cubemap.pass:reset()
- for i = 1, 6 do
- cubemap.pass:setProjection(i, cubemap.facePerspective)
- cubemap.pass:setViewPose(i,cubemap.faces[i].matrix,true)
- end
- scene.draw(cubemap.pass)
- 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(pass)
- cubemap.draw()
- scene.draw(pass)
- -- Draw sphere textured with cube map
- pass:setColor(1,0.6,0.6)
- pass:setShader(cubemap.shader)
- pass:send("cubemap", cubemap.texture)
- pass:sphere(scene.sphereCenter.x, scene.sphereCenter.y, scene.sphereCenter.z, scene.sphereRad)
- return lovr.graphics.submit(cubemap.pass, pass)
- end
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