/** * @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 ); }; };