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- -- This demo renders a scene with several uses of stencil maps (skip down to comment "Stencils here")
- --
- -- Sample contributed by andi mcc
- local scene = {}
- function scene.load()
- -- So we can see the effects of the stencils, we want to put some things in our scene.
- -- A checkerboard floor:
- scene.floorSize = 6
- -- A series of sideways-drifting cubes (these will be stenciled)
- scene.driftCubeCount = 60
- scene.boundMin = lovr.math.newVec3(-10, -1, -10)
- scene.boundMax = lovr.math.newVec3( 10, 9, 10)
- scene.speed = 1
- scene.driftCubeSize = 0.6
- scene.driftCubes = {}
- for i=1,scene.driftCubeCount do
- scene.generateDriftCube(i, true)
- end
- -- A 3x3 cube made of two different stencil types
- scene.stencilCubeCenter = lovr.math.newVec3(0, 1.5, -0.5)
- scene.stencilCubeSize = 0.25
- scene.stencilCubeRotate = 0
- scene.stencilCubeRotateSpeed = 1
- scene.stencilCubes = {}
- for z=-1,1 do for y=-1,1 do for x=-1,1 do -- Iterate over every cube
- if not (x==0 and y==0 and z==0) then -- Except the center
- table.insert(scene.stencilCubes, {lovr.math.newVec3(x,y,z), math.random(1,2)}) -- Cube center and stencil type
- end
- end end end
- -- Three cubemap skyboxes, of different colors
- scene.skybox = {}
- local skyboxTextureSize = 32
- local bandSize=3
- for cube_index,colors in ipairs{
- {{1, 0.5, 1}, {1,1,1}}, -- Fuschia and white
- {{1, 1, 0.5}, {0,0,0}}, -- Yellow and black
- {{1,1,1}, {0.9,0.9,0.9}}, -- White and silver
- } do
- local layers = {}
- for layer=1,6 do -- 6 layers to a cubemap
- local data = lovr.data.newImage(skyboxTextureSize, skyboxTextureSize, "rgba8")
- for y=1,skyboxTextureSize do for x=1,skyboxTextureSize do
- local isBorder = x==1 or x==skyboxTextureSize or y==1 or y==skyboxTextureSize -- Solid color in corners
- local direction = cube_index==3 and -1 or 1 -- Reverse direction on third cubemap
- local whichColor = (isBorder or ((x+direction*y-2)%(bandSize*2)>=bandSize)) and 1 or 2 -- Diagonal stripes
- data:setPixel(x-1,y-1,unpack(colors[whichColor]))
- end end
- table.insert(layers, data)
- end
- table.insert(scene.skybox, lovr.graphics.newTexture(layers))
- end
- scene.sampler = lovr.graphics.newSampler({filter="nearest"})
- end
- local function randomQuaternion() -- Generate one random rotation
- -- 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.generateDriftCube(i, randomX) -- Generate one cube with random position and color and a random rotational velocity
- local cube = {}
- cube.at = lovr.math.newVec3()
- if randomX then
- cube.at.x = scene.boundMin.x + math.random()*(scene.boundMax.x-scene.boundMin.x)
- else
- cube.at.x = scene.boundMin.x
- end
- cube.at.y = scene.boundMin.y + math.random()*(scene.boundMax.y-scene.boundMin.y)
- cube.at.z = scene.boundMin.z + math.random()*(scene.boundMax.z-scene.boundMin.z)
- cube.rotateBasis = randomQuaternion()
- cube.rotateTarget = lovr.math.newQuat(cube.rotateBasis:conjugate())
- cube.rotate = cube.rotateBasis
- scene.driftCubes[i] = cube
- end
- function scene.update(dt) -- On each frame, move each cube and spin it a little
- for i,cube in ipairs(scene.driftCubes) do
- cube.at.x = cube.at.x + scene.speed*dt
- if cube.at.x > scene.boundMax.x then -- If cube left the scene bounds respawn it
- scene.generateDriftCube(i)
- else
- local rotateAmount = (cube.at.x - scene.boundMin.x)/(scene.boundMax.x-scene.boundMin.x)
- cube.rotate = cube.rotateBasis:slerp( cube.rotateTarget, rotateAmount )
- end
- end
- -- Also rotate the center cube
- scene.stencilCubeRotate = scene.stencilCubeRotate + dt*scene.stencilCubeRotateSpeed
- end
- function scene.draw(pass)
- -- Drawing without culling can make stencils or transparency look weird. We'll be using both...
- pass:setCullMode('back')
- -- First, draw the skybox
- pass:setSampler(scene.sampler)
- pass:skybox(scene.skybox[3])
- -- Next, 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(0.35,0.35,0.35)
- end
- pass:plane(x-floorRecenter,0,y-floorRecenter, 1,1, -math.pi/2,1,0,0) -- Face up
- end end
- pass:setColor(1,1,1,1)
- -- Stencils here
- -- Using stencils involves drawing twice, once with a stencil write set and once with a stencil test set.
- -- Example 1: Using stencils to "paint" scenes
- -- Each sub-cube in our 3x3 cube will write a different value to the stencil buffer, 1 or 2.
- pass:setColorWrite() -- In the color spectrum, these cubes are completely invisible! They write only stencil and depth.
- pass:push() -- Position ourselves in the right place
- pass:translate(scene.stencilCubeCenter)
- pass:rotate(scene.stencilCubeRotate, 0,1,0)
- for _, cube in ipairs(scene.stencilCubes) do
- local center, stencilValue = unpack(cube)
- -- Draw to stencil (but only when we pass the depth test)
- pass:setStencilWrite({"keep", "keep", "replace"}, stencilValue)
- pass:cube(center*scene.stencilCubeSize, scene.stencilCubeSize)
- end
- pass:pop()
- pass:setStencilWrite() -- Reset stencil write
- pass:setColorWrite(true) -- Reset color write
- -- Now that we've painted the stencil buffer, let's draw something with depth-- like a skybox
- pass:setDepthTest() -- Turn off depth test because the skybox is "behind" the cubes
- for stencilValue=1,2 do
- pass:setStencilTest("equal", stencilValue) -- Commands after here will only draw on pixels where the stencil value is right
- pass:skybox(scene.skybox[stencilValue])
- end
- pass:setDepthTest("gequal") -- Turn depth test back on
- -- Example 2: Using stencils to prevent collision
- -- 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,
- -- But we don't want any cubes to overlap each other. We want each cube to look like a "world of shadow".
- -- The cubes can darken the skybox and the 3x3 cube, but not any pixel where another cube has already drawn.
- pass:setStencilTest("notequal", 3) -- We will write the value "3", but refuse to write any pixel where a 3 is already present.
- pass:setStencilWrite("replace", 3) -- Note we haven't cleared the stencil buffer, so we can't reuse values 1 or 2.
- for _,cube in ipairs(scene.driftCubes) do
- pass:setColor(0.75,0.5,0.5,0.5)
- pass:cube(cube.at.x, cube.at.y, cube.at.z, scene.driftCubeSize, cube.rotate:unpack())
- end
- -- The stencil state will reset at the end of this lovr.draw, but let's clear it anyway.
- pass:setStencilWrite()
- pass:setStencilTest()
- end
- -- Handle lovr
- function lovr.load()
- lovr.graphics.setBackgroundColor(1,0,0) -- Red to show up clearly if something goes wrong
- scene.load()
- end
- function lovr.update(dt)
- scene.update(dt)
- end
- function lovr.draw(pass)
- scene.draw(pass)
- end
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