VREffect.js 8.0 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. if ( 'getEyeParameters' in vrHMD ) {
  48. var leftEyeParams = vrHMD.getEyeParameters( "left" );
  49. var rightEyeParams = vrHMD.getEyeParameters( "right" );
  50. self.leftEyeTranslation = leftEyeParams.eyeTranslation;
  51. self.rightEyeTranslation = rightEyeParams.eyeTranslation;
  52. self.leftEyeFOV = leftEyeParams.recommendedFieldOfView;
  53. self.rightEyeFOV = rightEyeParams.recommendedFieldOfView;
  54. } else {
  55. // TODO: This is an older code path and not spec compliant.
  56. // It should be removed at some point in the near future.
  57. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  58. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  59. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  60. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  61. }
  62. break; // We keep the first we encounter
  63. }
  64. }
  65. if ( done ) {
  66. if ( !vrHMD ) {
  67. error = 'HMD not available';
  68. }
  69. done( error );
  70. }
  71. }
  72. };
  73. this._init();
  74. this.render = function ( scene, camera ) {
  75. var renderer = this._renderer;
  76. var vrHMD = this._vrHMD;
  77. // VR render mode if HMD is available
  78. if ( vrHMD ) {
  79. this.renderStereo.apply( this, arguments );
  80. return;
  81. }
  82. // Regular render mode if not HMD
  83. if ( scene instanceof Array ) scene = scene[ 0 ];
  84. renderer.render.apply( this._renderer, arguments );
  85. };
  86. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  87. var sceneLeft, sceneRight;
  88. if ( scene instanceof Array ) {
  89. sceneLeft = scene[ 0 ];
  90. sceneRight = scene[ 1 ];
  91. } else {
  92. sceneLeft = scene;
  93. sceneRight = scene;
  94. }
  95. var leftEyeTranslation = this.leftEyeTranslation;
  96. var rightEyeTranslation = this.rightEyeTranslation;
  97. var renderer = this._renderer;
  98. var rendererWidth = renderer.context.drawingBufferWidth;
  99. var rendererHeight = renderer.context.drawingBufferHeight;
  100. var eyeDivisionLine = rendererWidth / 2;
  101. renderer.enableScissorTest( true );
  102. renderer.clear();
  103. if ( camera.parent === undefined ) {
  104. camera.updateMatrixWorld();
  105. }
  106. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
  107. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
  108. camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
  109. camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
  110. cameraLeft.translateX( leftEyeTranslation.x );
  111. cameraRight.translateX( rightEyeTranslation.x );
  112. // render left eye
  113. renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
  114. renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
  115. renderer.render( sceneLeft, cameraLeft );
  116. // render right eye
  117. renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  118. renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  119. renderer.render( sceneRight, cameraRight );
  120. renderer.enableScissorTest( false );
  121. };
  122. this.setSize = function( width, height ) {
  123. renderer.setSize( width, height );
  124. };
  125. this.setFullScreen = function( enable ) {
  126. var renderer = this._renderer;
  127. var vrHMD = this._vrHMD;
  128. var canvasOriginalSize = this._canvasOriginalSize;
  129. if (!vrHMD) {
  130. return;
  131. }
  132. // If state doesn't change we do nothing
  133. if ( enable === this._fullScreen ) {
  134. return;
  135. }
  136. this._fullScreen = !!enable;
  137. // VR Mode disabled
  138. if ( !enable ) {
  139. // Restores canvas original size
  140. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  141. return;
  142. }
  143. // VR Mode enabled
  144. this._canvasOriginalSize = {
  145. width: renderer.domElement.width,
  146. height: renderer.domElement.height
  147. };
  148. // Hardcoded Rift display size
  149. renderer.setSize( 1280, 800, false );
  150. this.startFullscreen();
  151. };
  152. this.startFullscreen = function() {
  153. var self = this;
  154. var renderer = this._renderer;
  155. var vrHMD = this._vrHMD;
  156. var canvas = renderer.domElement;
  157. var fullScreenChange =
  158. canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  159. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  160. function onFullScreenChanged() {
  161. if ( !document.mozFullScreenElement && !document.webkitFullscreenElement ) {
  162. self.setFullScreen( false );
  163. }
  164. }
  165. if ( canvas.mozRequestFullScreen ) {
  166. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  167. } else if ( canvas.webkitRequestFullscreen ) {
  168. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  169. }
  170. };
  171. this.FovToNDCScaleOffset = function( fov ) {
  172. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  173. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  174. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  175. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  176. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  177. };
  178. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  179. {
  180. rightHanded = rightHanded === undefined ? true : rightHanded;
  181. zNear = zNear === undefined ? 0.01 : zNear;
  182. zFar = zFar === undefined ? 10000.0 : zFar;
  183. var handednessScale = rightHanded ? -1.0 : 1.0;
  184. // start with an identity matrix
  185. var mobj = new THREE.Matrix4();
  186. var m = mobj.elements;
  187. // and with scale/offset info for normalized device coords
  188. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  189. // X result, map clip edges to [-w,+w]
  190. m[0 * 4 + 0] = scaleAndOffset.scale[0];
  191. m[0 * 4 + 1] = 0.0;
  192. m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
  193. m[0 * 4 + 3] = 0.0;
  194. // Y result, map clip edges to [-w,+w]
  195. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  196. // but the NDC scaling has Y=down (thanks D3D?)
  197. m[1 * 4 + 0] = 0.0;
  198. m[1 * 4 + 1] = scaleAndOffset.scale[1];
  199. m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
  200. m[1 * 4 + 3] = 0.0;
  201. // Z result (up to the app)
  202. m[2 * 4 + 0] = 0.0;
  203. m[2 * 4 + 1] = 0.0;
  204. m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
  205. m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
  206. // W result (= Z in)
  207. m[3 * 4 + 0] = 0.0;
  208. m[3 * 4 + 1] = 0.0;
  209. m[3 * 4 + 2] = handednessScale;
  210. m[3 * 4 + 3] = 0.0;
  211. mobj.transpose();
  212. return mobj;
  213. };
  214. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  215. {
  216. var fovPort = {
  217. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  218. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  219. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  220. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  221. };
  222. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  223. };
  224. };