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- /**
- * @author dmarcos / https://github.com/dmarcos
- */
- THREE.VREffect = function ( renderer, done ) {
- this._renderer = renderer;
- this._init = function() {
- var self = this;
- if ( !navigator.mozGetVRDevices ) {
- if ( done ) {
- done("Your browser is not VR Ready");
- }
- return;
- }
- navigator.mozGetVRDevices( gotVRDevices );
- function gotVRDevices( devices ) {
- var vrHMD;
- var error;
- for ( var i = 0; i < devices.length; ++i ) {
- if ( devices[i] instanceof HMDVRDevice ) {
- vrHMD = devices[i];
- self._vrHMD = vrHMD;
- self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
- self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
- self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
- self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
- break; // We keep the first we encounter
- }
- }
- if ( done ) {
- if ( !vrHMD ) {
- error = 'HMD not available';
- }
- done( error );
- }
- }
- };
- this._init();
- this.render = function ( scene, camera ) {
- var renderer = this._renderer;
- var vrHMD = this._vrHMD;
- renderer.enableScissorTest( false );
- // VR render mode if HMD is available
- if ( vrHMD ) {
- this.renderStereo.apply( this, arguments );
- return;
- }
- // Regular render mode if not HMD
- renderer.render.apply( this._renderer , arguments );
- };
- this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
- var cameraLeft;
- var cameraRight;
- var leftEyeTranslation = this.leftEyeTranslation;
- var rightEyeTranslation = this.rightEyeTranslation;
- var renderer = this._renderer;
- renderer.enableScissorTest( true );
- renderer.clear();
- // Grab camera matrix from user.
- // This is interpreted as the head base.
- if ( camera.matrixAutoUpdate ) {
- camera.updateMatrix();
- }
- var eyeWorldMatrix = camera.matrixWorld.clone();
- cameraLeft = camera.clone();
- cameraRight = camera.clone();
- cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
- cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
- cameraLeft.position.add(new THREE.Vector3(
- leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
- cameraRight.position.add(new THREE.Vector3(
- rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
- // render left eye
- renderer.setViewport( 0, 0, 640, 800 );
- renderer.setScissor( 0, 0, 640, 800 );
- renderer.render( scene, cameraLeft );
- // render right eye
- renderer.setViewport( 640, 0, 640, 800 );
- renderer.setScissor( 640, 0, 640, 800 );
- renderer.render( scene, cameraRight );
- };
- this.setFullScreen = function( enable ) {
- var renderer = this._renderer;
- var vrHMD = this._vrHMD;
- var fullScreen = this._fullScreen;
- var canvasOriginalSize = this._canvasOriginalSize;
- if (!vrHMD) {
- return;
- }
- // If state doesn't change we do nothing
- if ( enable && fullScreen ||
- !enable && !fullScreen ) {
- return;
- }
- // VR Mode disabled
- if ( !enable && fullScreen ) {
- // Restores canvas original size
- renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
- fullScreen = false;
- return;
- }
- // VR Mode enabled
- this._canvasOriginalSize = {
- width: renderer.domElement.width,
- height: renderer.domElement.height
- };
- fullScreen = true;
- // Hardcoded Rift display size
- renderer.setSize( 1280, 800 );
- this.startFullscreen( vrHMD );
- };
- this.startFullscreen = function( vrHMD ) {
- var self = this;
- var renderer = this._renderer;
- vrHMD.xxxToggleElementVR( renderer.domElement );
- document.addEventListener( "mozfullscreenchange", function() {
- if ( !document.mozFullScreenElement ) {
- self.setFullScreen( false );
- }
- },false );
- renderer.domElement.mozRequestFullScreen( { vrDisplay: vrHMD } );
- };
- this.FovToNDCScaleOffset = function( fov ) {
- var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
- var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
- var pyscale = 2.0 / (fov.upTan + fov.downTan);
- var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
- return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
- };
- this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
- {
- rightHanded = rightHanded === undefined ? true : rightHanded;
- zNear = zNear === undefined ? 0.01 : zNear;
- zFar = zFar === undefined ? 10000.0 : zFar;
- var handednessScale = rightHanded ? -1.0 : 1.0;
- // start with an identity matrix
- var mobj = new THREE.Matrix4();
- var m = mobj.elements;
- // and with scale/offset info for normalized device coords
- var scaleAndOffset = this.FovToNDCScaleOffset(fov);
- // X result, map clip edges to [-w,+w]
- m[0*4+0] = scaleAndOffset.scale[0];
- m[0*4+1] = 0.0;
- m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
- m[0*4+3] = 0.0;
- // Y result, map clip edges to [-w,+w]
- // Y offset is negated because this proj matrix transforms from world coords with Y=up,
- // but the NDC scaling has Y=down (thanks D3D?)
- m[1*4+0] = 0.0;
- m[1*4+1] = scaleAndOffset.scale[1];
- m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
- m[1*4+3] = 0.0;
- // Z result (up to the app)
- m[2*4+0] = 0.0;
- m[2*4+1] = 0.0;
- m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
- m[2*4+3] = (zFar * zNear) / (zNear - zFar);
- // W result (= Z in)
- m[3*4+0] = 0.0;
- m[3*4+1] = 0.0;
- m[3*4+2] = handednessScale;
- m[3*4+3] = 0.0;
- mobj.transpose();
- return mobj;
- };
- this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
- {
- var fovPort = {
- upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
- downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
- leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
- rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
- };
- return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
- };
- };
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