lovr/README.md

187 lines
4.3 KiB
Markdown
Raw Normal View History

2017-04-21 04:11:24 +00:00
<p align="center"><a href="http://lovr.org"><img src="src/data/logo.png" width="160"></a></p>
2017-04-02 13:32:07 +00:00
<h1 align="center">LÖVR</h1>
2016-07-10 23:25:40 +00:00
LÖVR is a simple framework for creating virtual reality experiences with Lua.
2016-08-01 00:47:28 +00:00
2016-12-09 02:35:12 +00:00
Getting Started
2016-08-01 00:47:28 +00:00
---
2017-04-21 04:11:24 +00:00
You can download precompiled binaries from the [LÖVR website](http://lovr.org). There, you
can also find documentation and a set of tutorials and examples. Here are a few short snippets so
you can get an idea of what it looks like to use LÖVR:
2016-08-01 00:47:28 +00:00
2017-02-17 02:31:13 +00:00
#### Hello World
Create a folder called `myProject`. In that folder, create a file called `main.lua` with the
following in it:
2016-08-01 00:47:28 +00:00
2017-02-17 02:31:13 +00:00
```lua
function lovr.draw()
2017-02-17 08:48:43 +00:00
lovr.graphics.print('Hello World!', 0, 1, -1)
2016-10-03 01:13:58 +00:00
end
2016-08-01 00:47:28 +00:00
```
2017-02-17 02:31:13 +00:00
Finally, start SteamVR and drag the `myProject` folder onto `lovr.exe`. Put on your headset and you
should see the hello world text at the front of the play area.
#### Cube
You can draw a spinning cube using
[`lovr.graphics.cube`](http://bjornbyt.es/lovr/docs/lovr.graphics.cube):
```lua
function lovr.draw()
lovr.graphics.cube('line', 0, 1, 0, .5, lovr.timer.getTime())
end
```
2016-09-30 07:17:35 +00:00
2017-04-21 04:11:24 +00:00
#### Detecting Hardware
2017-01-07 03:24:46 +00:00
2017-01-07 03:25:06 +00:00
```lua
2017-01-07 03:24:46 +00:00
function lovr.load()
2017-04-21 04:11:24 +00:00
if lovr.headset.isPresent() then
print('Woo! We have a headset: ' .. lovr.headset.getType())
else
print('Boo! No VR for us :(')
end
2017-01-07 03:24:46 +00:00
end
```
2016-10-31 20:56:27 +00:00
#### 3D Models
LÖVR supports most 3D model file formats:
```lua
function lovr.load()
2017-02-17 02:31:13 +00:00
model = lovr.graphics.newModel('teapot.fbx', 'teapot.png')
2016-10-31 20:56:27 +00:00
end
function lovr.draw()
model:draw()
end
```
2017-04-21 04:11:24 +00:00
#### Audio
Play an ogg file:
```lua
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.
2016-12-09 02:36:10 +00:00
For more examples, check out the [`examples`](examples) folder.
2016-12-09 02:35:12 +00:00
2016-12-09 02:42:22 +00:00
Hardware Support
2016-09-18 01:18:16 +00:00
---
2016-12-09 02:38:58 +00:00
- HTC Vive (full support via OpenVR)
- Oculus Touch (partial support via OpenVR)
2017-04-21 04:11:24 +00:00
- WebVR (partial support, see `webvr` branch)
2016-12-09 02:35:12 +00:00
- Mobile VR (no support currently)
Documentation
---
2016-09-18 01:18:16 +00:00
2017-04-21 04:11:24 +00:00
See <http://lovr.org/docs> for examples and API reference. The documentation is open source
2016-12-09 02:36:34 +00:00
and can be found [here](https://github.com/bjornbytes/lovr-docs).
2016-09-30 07:17:35 +00:00
2016-08-10 06:42:30 +00:00
Compiling
2016-08-01 00:47:28 +00:00
---
2016-12-09 02:38:58 +00:00
You might want to compile LÖVR from source so you can use LÖVR on other operating systems or create
a custom build.
2016-10-24 21:15:39 +00:00
### Dependencies
- LuaJIT
- GLFW (3.2+)
2017-03-07 23:23:06 +00:00
- OpenGL (3+)
- assimp
2017-01-07 17:55:20 +00:00
- OpenVR (1.0.5, for `lovr.headset`)
2016-11-01 00:25:49 +00:00
- PhysicsFS
2017-01-07 03:24:46 +00:00
- OpenAL (1.17+ recommended for HRTF support)
2017-03-07 23:24:19 +00:00
- FreeType
2016-10-24 21:15:39 +00:00
2017-03-08 00:01:43 +00:00
See [lovr-deps](https://github.com/bjornbytes/lovr-deps) for a GitHub repo containing all of these
as submodules.
2016-10-24 21:15:39 +00:00
#### 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)
2017-01-07 17:55:20 +00:00
First, clone [OpenVR](https://github.com/ValveSoftware/openvr). For this example, we'll clone
2016-12-13 10:11:35 +00:00
`openvr` into the same directory that `lovr` was cloned into.
```sh
2017-01-07 17:55:20 +00:00
git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
2016-12-13 10:11:35 +00:00
```
Next, install the other dependencies above using your package manager of choice:
2016-10-24 21:15:39 +00:00
```sh
2017-02-19 21:21:27 +00:00
brew install assimp glfw3 luajit physfs freetype openal-soft
2016-10-24 21:15:39 +00:00
```
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
2016-10-24 21:15:39 +00:00
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`.
2016-12-09 02:26:00 +00:00
License
---
MIT, see [`LICENSE`](LICENSE) for details.