VREffect.js 7.3 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. *
  4. * It handles stereo rendering
  5. * If mozGetVRDevices and getVRDevices APIs are not available it gracefuly falls back to a
  6. * regular renderer
  7. *
  8. * The HMD supported is the Oculus DK1 and The Web API doesn't currently allow
  9. * to query for the display resolution (only the chrome API allows it).
  10. * The dimensions of the screen are temporarly hardcoded (1280 x 800).
  11. *
  12. * For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome:
  13. *
  14. * Firefox:
  15. *
  16. * http://mozvr.com/downloads.html
  17. *
  18. * Chrome builds:
  19. *
  20. * https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  21. *
  22. */
  23. THREE.VREffect = function ( renderer, done ) {
  24. var cameraLeft = new THREE.PerspectiveCamera();
  25. var cameraRight = new THREE.PerspectiveCamera();
  26. this._renderer = renderer;
  27. this._init = function() {
  28. var self = this;
  29. if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
  30. if ( done ) {
  31. done("Your browser is not VR Ready");
  32. }
  33. return;
  34. }
  35. if ( navigator.getVRDevices ) {
  36. navigator.getVRDevices().then( gotVRDevices );
  37. } else {
  38. navigator.mozGetVRDevices( gotVRDevices );
  39. }
  40. function gotVRDevices( devices ) {
  41. var vrHMD;
  42. var error;
  43. for ( var i = 0; i < devices.length; ++ i ) {
  44. if ( devices[i] instanceof HMDVRDevice ) {
  45. vrHMD = devices[i];
  46. self._vrHMD = vrHMD;
  47. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  48. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  49. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  50. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  51. break; // We keep the first we encounter
  52. }
  53. }
  54. if ( done ) {
  55. if ( !vrHMD ) {
  56. error = 'HMD not available';
  57. }
  58. done( error );
  59. }
  60. }
  61. };
  62. this._init();
  63. this.render = function ( scene, camera ) {
  64. var renderer = this._renderer;
  65. var vrHMD = this._vrHMD;
  66. // VR render mode if HMD is available
  67. if ( vrHMD ) {
  68. this.renderStereo.apply( this, arguments );
  69. return;
  70. }
  71. // Regular render mode if not HMD
  72. if ( scene instanceof Array ) scene = scene[ 0 ];
  73. renderer.render.apply( this._renderer, arguments );
  74. };
  75. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  76. var sceneLeft, sceneRight;
  77. if ( scene instanceof Array ) {
  78. sceneLeft = scene[ 0 ];
  79. sceneRight = scene[ 1 ];
  80. } else {
  81. sceneLeft = scene;
  82. sceneRight = scene;
  83. }
  84. var leftEyeTranslation = this.leftEyeTranslation;
  85. var rightEyeTranslation = this.rightEyeTranslation;
  86. var renderer = this._renderer;
  87. var rendererSize = renderer.getSize();
  88. rendererSize.width /= 2;
  89. renderer.enableScissorTest( true );
  90. renderer.clear();
  91. if ( camera.parent === undefined ) {
  92. camera.updateMatrixWorld();
  93. }
  94. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
  95. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
  96. camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
  97. camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
  98. cameraLeft.translateX( leftEyeTranslation.x );
  99. cameraRight.translateX( rightEyeTranslation.x );
  100. // render left eye
  101. renderer.setViewport( 0, 0, rendererSize.width, rendererSize.height );
  102. renderer.setScissor( 0, 0, rendererSize.width, rendererSize.height );
  103. renderer.render( sceneLeft, cameraLeft );
  104. // render right eye
  105. renderer.setViewport( rendererSize.width, 0, rendererSize.width, rendererSize.height );
  106. renderer.setScissor( rendererSize.width, 0, rendererSize.width, rendererSize.height );
  107. renderer.render( sceneRight, cameraRight );
  108. renderer.enableScissorTest( false );
  109. };
  110. this.setSize = function( width, height ) {
  111. renderer.setSize( width, height );
  112. };
  113. this.setFullScreen = function( enable ) {
  114. var renderer = this._renderer;
  115. var vrHMD = this._vrHMD;
  116. var canvasOriginalSize = this._canvasOriginalSize;
  117. if (!vrHMD) {
  118. return;
  119. }
  120. // If state doesn't change we do nothing
  121. if ( enable === this._fullScreen ) {
  122. return;
  123. }
  124. this._fullScreen = !!enable;
  125. // VR Mode disabled
  126. if ( !enable ) {
  127. // Restores canvas original size
  128. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  129. return;
  130. }
  131. // VR Mode enabled
  132. this._canvasOriginalSize = renderer.getSize();
  133. this.startFullscreen();
  134. };
  135. this.startFullscreen = function() {
  136. var self = this;
  137. var renderer = this._renderer;
  138. var vrHMD = this._vrHMD;
  139. var canvas = renderer.domElement;
  140. var fullScreenChange =
  141. canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  142. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  143. function onFullScreenChanged() {
  144. if ( !document.mozFullScreenElement && !document.webkitFullscreenElement ) {
  145. self.setFullScreen( false );
  146. }
  147. }
  148. if ( canvas.mozRequestFullScreen ) {
  149. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  150. } else if ( canvas.webkitRequestFullscreen ) {
  151. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  152. }
  153. };
  154. this.FovToNDCScaleOffset = function( fov ) {
  155. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  156. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  157. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  158. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  159. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  160. };
  161. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  162. {
  163. rightHanded = rightHanded === undefined ? true : rightHanded;
  164. zNear = zNear === undefined ? 0.01 : zNear;
  165. zFar = zFar === undefined ? 10000.0 : zFar;
  166. var handednessScale = rightHanded ? -1.0 : 1.0;
  167. // start with an identity matrix
  168. var mobj = new THREE.Matrix4();
  169. var m = mobj.elements;
  170. // and with scale/offset info for normalized device coords
  171. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  172. // X result, map clip edges to [-w,+w]
  173. m[0 * 4 + 0] = scaleAndOffset.scale[0];
  174. m[0 * 4 + 1] = 0.0;
  175. m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
  176. m[0 * 4 + 3] = 0.0;
  177. // Y result, map clip edges to [-w,+w]
  178. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  179. // but the NDC scaling has Y=down (thanks D3D?)
  180. m[1 * 4 + 0] = 0.0;
  181. m[1 * 4 + 1] = scaleAndOffset.scale[1];
  182. m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
  183. m[1 * 4 + 3] = 0.0;
  184. // Z result (up to the app)
  185. m[2 * 4 + 0] = 0.0;
  186. m[2 * 4 + 1] = 0.0;
  187. m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
  188. m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
  189. // W result (= Z in)
  190. m[3 * 4 + 0] = 0.0;
  191. m[3 * 4 + 1] = 0.0;
  192. m[3 * 4 + 2] = handednessScale;
  193. m[3 * 4 + 3] = 0.0;
  194. mobj.transpose();
  195. return mobj;
  196. };
  197. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  198. {
  199. var fovPort = {
  200. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  201. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  202. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  203. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  204. };
  205. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  206. };
  207. };
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