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- -- "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
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