-- 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 = vector(-10, -1, -10)
scene.boundMax = vector(10, 9, 10)
scene.speed = 1
scene.rotateSpeed = 1
scene.cubeSize = 0.2
scene.cubes = {}
scene.sphereCenter = vector(0, 1.5, -0.5)
scene.sphereRad = 0.125
for i = 1, scene.cubeCount do
scene.generate(i, true)
end
end
local function randomQuaternion()
local u, v, w = math.random(), math.random(), math.random()
return quaternion.pack(
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)
)
end
function scene.generate(i, randomZ) -- Generate each cube with random position and color and a random rotational velocity
local cube = {}
local x = scene.boundMin.x + math.random() * (scene.boundMax.x - scene.boundMin.x)
local y = scene.boundMin.y + math.random() * (scene.boundMax.y - scene.boundMin.y)
local z
if randomZ then
z = scene.boundMin.z + math.random() * (scene.boundMax.z - scene.boundMin.z)
else
z = scene.boundMin.z
end
cube.at = vector(x, y, z)
cube.rotateBasis = randomQuaternion()
cube.rotateTarget = 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 = cube.at + vector(0, 0, 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, scene.cubeSize, cube.rotate:unpack())
end
end
-- Now the cubemap stuff
local cubemap = {}
local unitX = vector(1, 0, 0)
local unitY = vector(0, 1, 0)
local unitZ = vector(0, 0, 1)
function cubemap.load()
-- Create cubemap texture
cubemap.texture = lovr.graphics.newTexture(256, 256, 6, { type = "cube" })
-- Precalculate cubemap View-Projection matrices
local center = scene.sphereCenter
cubemap.facePerspective = lovr.math.newMat4():perspective(math.rad(90), 1, .1, 0)
cubemap.faces = {
lovr.math.newMat4():lookAt(center, center - unitX, vec3(0, 1, 0)),
lovr.math.newMat4():lookAt(center, center + unitX, vec3(0, 1, 0)),
lovr.math.newMat4():lookAt(center, center + unitY, vec3(0, 0, -1)),
lovr.math.newMat4():lookAt(center, center - unitY, vec3(0, 0, 1)),
lovr.math.newMat4():lookAt(center, center + unitZ, vec3(0, 1, 0)),
lovr.math.newMat4():lookAt(center, center - unitZ, vec3(0, 1, 0))
}
-- 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], 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, scene.sphereRad)
return lovr.graphics.submit(cubemap.pass, pass)
end