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Added new effect for the Oculus Rift

Luca Siciliano 12 years ago
parent
commit
7e19183619

+ 125 - 0
examples/js/effects/OculusRiftEffect.js

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+/**
+ * @author troffmo5 / http://github.com/troffmo5
+ *
+ * Effect to render the scene in stereo 3d side by side with lens distortion.
+ * It is written to be used with the Oculus Rift (http://www.oculusvr.com/) but
+ * it works also with other HMD using the same technology
+ */
+
+THREE.OculusRiftEffect = function ( renderer ) {
+
+	// Configuration
+	this.separation = 10;
+	this.distortion = 0.1;
+	this.aspectFactor = 1;
+	this.fov = null; // use original camera FOV
+
+	// initialization
+	var _width, _height;
+
+	var _pCamera = new THREE.PerspectiveCamera();
+	_pCamera.matrixAutoUpdate = false;
+	_pCamera.target = new THREE.Vector3();
+
+	var _scene = new THREE.Scene();
+
+	var _oCamera = new THREE.OrthographicCamera( -1, 1, 1, -1, 1, 1000 );
+	_oCamera.position.z = 1;
+	_scene.add( _oCamera );
+
+	// pre-render hooks
+	this.preLeftRender = function() {};
+	this.preRightRender = function() {};
+
+	renderer.autoClear = false;
+
+	var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
+	var _renderTarget = new THREE.WebGLRenderTarget( 800, 600, _params );
+	var _material = new THREE.ShaderMaterial( {
+		uniforms: {
+			"tex": { type: "t", value: _renderTarget },
+			"c": { type: "f", value: this.distortion }
+		},
+		vertexShader: [
+			"varying vec2 vUv;",
+			"void main() {",
+			" vUv = uv;",
+			"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+			"}"
+		].join("\n"),
+
+		// Formula used from the paper: "Applying and removing lens distortion in post production"
+		// by Gergely Vass , Tamás Perlaki
+		// http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.136.3745
+		fragmentShader: [
+			"uniform float c;",
+			"uniform sampler2D tex;",
+			"varying vec2 vUv;",
+			"void main()",
+			"{",
+			"	vec2 uv = vUv;",
+			"	vec2 vector = uv * 2.0 - 1.0;",
+			"   float factor = 1.0/(1.0+c);",
+			"   float vectorLen = length(vector);",
+			"   vec2 direction = vector / vectorLen;",
+			"   float newLen = vectorLen + c * pow(vectorLen,3.0);",
+			"   vec2 newVector = direction * newLen * factor;",
+			"	newVector = (newVector + 1.0) / 2.0;",
+			"	if (newVector.x < 0.0 || newVector.x > 1.0 || newVector.y < 0.0 || newVector.y > 1.0)",
+			"		gl_FragColor = vec4(0.0,0.0,0.0,1.0);",
+			"	else",
+			"   	gl_FragColor = texture2D(tex, newVector);",
+			"}"
+		].join("\n")
+	} );
+	var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
+	_scene.add( mesh );
+
+	this.setSize = function ( width, height ) {
+		_width = width / 2;
+		_height = height;
+		_renderTarget = new THREE.WebGLRenderTarget( width, height, _params );
+		_material.uniforms[ "tex" ].value = _renderTarget;
+		renderer.setSize( width, height );
+
+	};
+
+	this.render = function ( scene, camera ) {
+		renderer.clear();
+		_material.uniforms['c'].value = this.distortion;
+
+		// camera parameters
+		if (camera.matrixAutoUpdate) camera.updateMatrix();
+		_pCamera.fov = this.fov ? this.fov : camera.fov;
+		_pCamera.aspect = camera.aspect / (2*this.aspectFactor);
+		_pCamera.near = camera.near;
+		_pCamera.far = camera.far;
+		_pCamera.updateProjectionMatrix();
+
+		// Render left
+		this.preLeftRender();
+
+		var offset = new THREE.Vector3(-this.separation,0,0);
+		_pCamera.matrix.copy(camera.matrix);
+		_pCamera.matrix.translate(offset);
+		_pCamera.matrixWorldNeedsUpdate = true;
+
+		renderer.setViewport( 0, 0, _width, _height );
+		renderer.render( scene, _pCamera, _renderTarget, true );
+		renderer.render( _scene, _oCamera );
+
+		// Render right
+		this.preRightRender();
+
+		offset.set(this.separation,0,0);
+		_pCamera.matrix.copy(camera.matrix);
+		_pCamera.matrix.translate(offset);
+		_pCamera.matrixWorldNeedsUpdate = true;
+
+		renderer.setViewport( _width, 0, _width, _height );
+		renderer.render( scene, _pCamera, _renderTarget, true );
+
+		renderer.render( _scene, _oCamera );
+	};
+
+};

+ 301 - 0
examples/webgl_geometry_minecraft_oculusrift.html

@@ -0,0 +1,301 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - geometry - minecraft - Oculus Rift</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				color: rgb(168, 148, 0);
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+
+				background-color: #bfd1e5;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+
+			a {
+
+				color: #a06851;
+			}
+
+			#oldie {
+				background:rgb(100,0,0) !important;
+				color:#fff !important;
+				margin-top:10em !important;
+			}
+			#oldie a { color:#fff }
+
+		</style>
+	</head>
+	<body>
+
+		<div id="container"><br /><br /><br /><br /><br />Generating world...</div>
+		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo [oculus rift]. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward, o,p: distortion [<span id='distVal'>0</span>], k,l; eye separation [<span id='sepVal'>0</span>], n,m; fov [<span id='fovVal'>0</span>])</div>
+
+		<script src="../build/three.min.js"></script>
+
+		<script src="js/controls/FirstPersonControls.js"></script>
+
+		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/Detector.js"></script>
+		<script src="js/effects/OculusRiftEffect.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) {
+
+				Detector.addGetWebGLMessage();
+				document.getElementById( 'container' ).innerHTML = "";
+
+			}
+
+			var container, stats;
+
+			var camera, controls, scene, renderer;
+
+			var mesh;
+
+			var worldWidth = 128, worldDepth = 128,
+			worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
+			data = generateHeight( worldWidth, worldDepth );
+
+			var clock = new THREE.Clock();
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.getElementById( 'container' );
+
+				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
+				camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
+
+				controls = new THREE.FirstPersonControls( camera );
+
+				controls.movementSpeed = 1000;
+				controls.lookSpeed = 0.125;
+				controls.lookVertical = true;
+
+				scene = new THREE.Scene();
+
+				// sides
+
+				var matrix = new THREE.Matrix4();
+
+				var pxGeometry = new THREE.PlaneGeometry( 100, 100 );
+				pxGeometry.faces[ 0 ].materialIndex = 1;
+				pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
+				pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
+
+				var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
+				nxGeometry.faces[ 0 ].materialIndex = 1;
+				nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
+				nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
+
+				var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
+				pyGeometry.faces[ 0 ].materialIndex = 0;
+				pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
+				pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
+
+				var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
+				pzGeometry.faces[ 0 ].materialIndex = 1;
+				pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
+
+				var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
+				nzGeometry.faces[ 0 ].materialIndex = 1;
+				nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
+				nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, -50 ) );
+				//
+
+				var geometry = new THREE.Geometry();
+				var dummy = new THREE.Mesh();
+
+				for ( var z = 0; z < worldDepth; z ++ ) {
+
+					for ( var x = 0; x < worldWidth; x ++ ) {
+
+						var h = getY( x, z );
+
+						dummy.position.x = x * 100 - worldHalfWidth * 100;
+						dummy.position.y = h * 100;
+						dummy.position.z = z * 100 - worldHalfDepth * 100;
+
+						var px = getY( x + 1, z );
+						var nx = getY( x - 1, z );
+						var pz = getY( x, z + 1 );
+						var nz = getY( x, z - 1 );
+
+						dummy.geometry = pyGeometry;
+						THREE.GeometryUtils.merge( geometry, dummy );
+
+						if ( ( px != h && px != h + 1 ) || x == 0 ) {
+
+							dummy.geometry = pxGeometry;
+							THREE.GeometryUtils.merge( geometry, dummy );
+
+						}
+
+						if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
+
+							dummy.geometry = nxGeometry;
+							THREE.GeometryUtils.merge( geometry, dummy );
+
+						}
+
+						if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
+
+							dummy.geometry = pzGeometry;
+							THREE.GeometryUtils.merge( geometry, dummy );
+
+						}
+
+						if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
+
+							dummy.geometry = nzGeometry;
+							THREE.GeometryUtils.merge( geometry, dummy );
+
+						}
+
+					}
+
+				}
+
+				var textureGrass = THREE.ImageUtils.loadTexture( 'textures/minecraft/grass.png' );
+				textureGrass.magFilter = THREE.NearestFilter;
+				textureGrass.minFilter = THREE.LinearMipMapLinearFilter;
+
+				var textureGrassDirt = THREE.ImageUtils.loadTexture( 'textures/minecraft/grass_dirt.png' );
+				textureGrassDirt.magFilter = THREE.NearestFilter;
+				textureGrassDirt.minFilter = THREE.LinearMipMapLinearFilter;
+
+				var material1 = new THREE.MeshLambertMaterial( { map: textureGrass, ambient: 0xbbbbbb } );
+				var material2 = new THREE.MeshLambertMaterial( { map: textureGrassDirt, ambient: 0xbbbbbb } );
+
+				var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( [ material1, material2 ] ) );
+				scene.add( mesh );
+
+				var ambientLight = new THREE.AmbientLight( 0xcccccc );
+				scene.add( ambientLight );
+
+				var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
+				directionalLight.position.set( 1, 1, 0.5 ).normalize();
+				scene.add( directionalLight );
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				effect = new THREE.OculusRiftEffect( renderer );
+				effect.setSize( window.innerWidth, window.innerHeight );
+
+				// Right Oculus Parameters are yet to be determined
+				effect.separation = 20;
+				effect.distortion = 0.1;
+				effect.fov = 110;
+
+
+				document.getElementById( 'distVal' ).innerHTML = effect.distortion.toFixed(2);
+				document.getElementById( 'sepVal' ).innerHTML = effect.separation;
+				document.getElementById( 'fovVal' ).innerHTML = effect.fov;
+
+
+				container.innerHTML = "";
+
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				// GUI
+				window.addEventListener( 'resize', onWindowResize, false );
+				document.addEventListener( 'keydown', keyPressed, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				effect.setSize( window.innerWidth, window.innerHeight );
+
+				controls.handleResize();
+
+			}
+
+			function keyPressed (event) {
+				switch ( event.keyCode ) {
+					case 79: /*O*/ effect.distortion -= 0.01; document.getElementById( 'distVal' ).innerHTML = effect.distortion.toFixed(2); break;
+					case 80: /*P*/ effect.distortion += 0.01; document.getElementById( 'distVal' ).innerHTML = effect.distortion.toFixed(2); break;
+					case 75: /*K*/ effect.separation -= 1; document.getElementById( 'sepVal' ).innerHTML = effect.separation; break;
+					case 76: /*L*/ effect.separation += 1; document.getElementById( 'sepVal' ).innerHTML = effect.separation; break;
+					case 78: /*N*/ effect.fov -= 1; document.getElementById( 'fovVal' ).innerHTML = effect.fov; break;
+					case 77: /*M*/ effect.fov += 1; document.getElementById( 'fovVal' ).innerHTML = effect.fov; break;
+
+				}
+			}
+
+			function generateHeight( width, height ) {
+
+				var data = [], perlin = new ImprovedNoise(),
+				size = width * height, quality = 2, z = Math.random() * 100;
+
+				for ( var j = 0; j < 4; j ++ ) {
+
+					if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
+
+					for ( var i = 0; i < size; i ++ ) {
+
+						var x = i % width, y = ( i / width ) | 0;
+						data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
+
+
+					}
+
+					quality *= 4
+
+				}
+
+				return data;
+
+			}
+
+			function getY( x, z ) {
+
+				return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				controls.update( clock.getDelta() );
+				effect.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>