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- 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
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