lovr/README.md

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LÖVR
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===
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LÖVR is a simple framework for creating virtual reality experiences with Lua. For more information,
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visit the [website](http://bjornbyt.es/lovr).
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Getting Started
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---
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You can download LÖVR from the [LÖVR website](http://bjornbyt.es/lovr). Once you have `lovr.exe`,
create a folder called `myGame` to hold the files for your game. Next, create a file called
`main.lua` in `myGame` and put this in it:
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```lua
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function lovr.draw(eye)
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local x, y, z = 0, .25, -2
local size = 1
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local angle = lovr.timer.getTime()
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lovr.graphics.setColor(128, 0, 255)
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lovr.graphics.cube('line', x, y, z, size, angle)
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end
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```
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Finally, start SteamVR and drag the `myGame` folder onto `lovr.exe`. Put on your headset and you
should see a spinning purple cube!
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#### Audio
Play an ogg file:
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```lua
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function lovr.load()
local sound = lovr.audio.newSource('darudeSandstorm.ogg')
sound:play()
end
```
Audio is spatialized using HRTFs, and the virtual audio listener is synchronized with the pose of
the HMD.
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#### 3D Models
LÖVR supports most 3D model file formats:
```lua
function lovr.load()
model = lovr.graphics.newModel('teapot.fbx')
end
function lovr.draw()
model:draw()
end
```
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For more examples, check out the [`examples`](examples) folder.
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Hardware Support
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---
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- HTC Vive (full support via OpenVR)
- Oculus Touch (partial support via OpenVR)
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- WebVR (partial support, see `emscripten` branch)
- Mobile VR (no support currently)
Documentation
---
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See <http://bjornbyt.es/lovr/docs> for examples and API reference. The documentation is open source
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and can be found [here](https://github.com/bjornbytes/lovr-docs).
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Compiling
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---
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You might want to compile LÖVR from source so you can use LÖVR on other operating systems or create
a custom build.
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### Dependencies
- LuaJIT
- GLFW (3.2+)
- OpenGL (Unix) or GLEW (Windows)
- assimp (for `lovr.model` and `lovr.graphics.newModel`)
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- OpenVR (1.0.5, for `lovr.headset`)
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- PhysicsFS
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- OpenAL (1.17+ recommended for HRTF support)
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#### Windows (CMake)
First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
```sh
cd lovr
git clone --recursive https://github.com/bjornbytes/lovr-deps deps
```
Next, use CMake to generate the build files:
```sh
mkdir build
cd build
cmake ..
```
This should output a Visual Studio solution, which can be built using Visual Studio. Or you can
just build it with CMake:
```sh
cmake --build .
```
The executable will then exist at `/path/to/lovr/build/Debug/lovr.exe`. The recommended way to
create and run a game from this point is:
- Create a shortcut to the `lovr.exe` executable somewhere convenient.
- Create a folder for your game: `MySuperAwesomeGame`.
- Create a `main.lua` file in the folder and put your code in there.
- Drag the `MySuperAwesomeGame` folder onto the shortcut to `lovr.exe`.
#### Unix (CMake)
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First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
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`openvr` into the same directory that `lovr` was cloned into.
```sh
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git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
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```
Next, install the other dependencies above using your package manager of choice:
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```sh
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brew install assimp glfw3 luajit physfs
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```
On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
`/path/to/openvr/lib/osx32`.
Next, build using CMake:
```sh
mkdir build
cd build
cmake .. -DOPENVR_DIR=../../openvr
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cmake --build .
```
The `lovr` executable should exist in `lovr/build` now. You can run a game like this:
```sh
./lovr /path/to/myGame
```
You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
`/usr/local/bin`) and run games from anywhere by just typing `lovr`.
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License
---
MIT, see [`LICENSE`](LICENSE) for details.