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- local mirrorPose = lovr.math.newMat4(0, 1.65, -0.75)
- local mirrorSize = lovr.math.newVec3(0.6, 1.2, 1)
- local function draw_mirror(pass, outline)
- local pose = mat4(mirrorPose)
- pose:scale(mirrorSize)
- pass:plane(pose, outline and 'line' or 'fill')
- end
- local function draw_scene(pass)
- pass:setColor(0x203c56)
- pass:box(0, 0, 0, 4, 0.05, 4) -- floor
- pass:setColor(0x544e68)
- pass:box(0, 1, -0.5, 1, 0.1, 0.4) -- a table
- pass:setColor(0xffaa5e)
- pass:cylinder(0.2, 1.2, -0.4, .06,0.3, math.pi/2, 1,0,0, true, 0,2*math.pi, 8) -- a vase
- pass:setColor(0xffd4a3)
- pass:box(0.1, 1.1, -0.6, 0.12, 0.1, 0.12) -- a jewelry box
- local pose = mat4()
- pose:set(lovr.headset.getPose('head')):scale(0.09, 0.12, 0.11)
- pass:setColor(0x8d697a)
- pass:sphere(pose) -- head
- pass:setColor(0xd08159)
- pose:set(lovr.headset.getPose('head'))
- pose:translate(0, -0.02, -0.15)
- pose:rotate(-0.2, 1,0,0)
- pose:scale(0.015, 0.02, 0.03)
- pass:cylinder(pose) -- nose
- for _, handness in ipairs(lovr.headset.getHands()) do
- local skeleton = lovr.headset.getSkeleton(handness)
- if skeleton then
- for _, bone in ipairs(skeleton) do
- local x, y, z, _, angle, ax, ay, az = unpack(bone)
- pass:box(pose:set(x, y, z, angle, ax, ay, az):scale(0.017, 0.012, 0.019)) -- hand bone
- end
- else
- pose:set(lovr.headset.getPose(handness)):scale(0.03, 0.07, 0.09)
- pass:box(pose) -- palm
- end
- end
- end
- function lovr.load()
- lovr.graphics.setBackgroundColor(0x0d2b45)
- end
- function lovr.draw(pass)
- pass:setCullMode('back')
- draw_scene(pass)
- pass:setColor(0xffecd6)
- draw_mirror(pass, true) -- mirror frame
- pass:push()
- pass:setStencilWrite('replace', 1)
- pass:setColorWrite(false)
- pass:setDepthWrite(false)
- draw_mirror(pass)
- pass:setDepthWrite(true)
- pass:setColorWrite(true)
- pass:setStencilWrite()
- pass:setStencilTest('equal', 1)
- pass:transform(mirrorPose)
- pass:scale(1, 1, -1) -- after Z-flip all triangles will change their windings
- pass:transform(mat4(mirrorPose):invert())
- pass:setWinding('clockwise') -- invert the winding to account for the flip
- draw_scene(pass)
- pass:setWinding('counterclockwise')
- pass:setStencilTest()
- pass:pop()
- pass:setColor(0x000000, 0.3)
- draw_mirror(pass, false) -- glass tint
- end
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