VREffect.js 5.8 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. */
  4. THREE.VREffect = function ( renderer, done ) {
  5. this._renderer = renderer;
  6. this._init = function() {
  7. var self = this;
  8. if ( !navigator.mozGetVRDevices ) {
  9. if ( done ) {
  10. done("Your browser is not VR Ready");
  11. }
  12. return;
  13. }
  14. navigator.mozGetVRDevices( gotVRDevices );
  15. function gotVRDevices( devices ) {
  16. var vrHMD;
  17. var error;
  18. for ( var i = 0; i < devices.length; ++i ) {
  19. if ( devices[i] instanceof HMDVRDevice ) {
  20. vrHMD = devices[i];
  21. self._vrHMD = vrHMD;
  22. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  23. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  24. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  25. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  26. break; // We keep the first we encounter
  27. }
  28. }
  29. if ( done ) {
  30. if ( !vrHMD ) {
  31. error = 'HMD not available';
  32. }
  33. done( error );
  34. }
  35. }
  36. };
  37. this._init();
  38. this.render = function ( scene, camera ) {
  39. var renderer = this._renderer;
  40. var vrHMD = this._vrHMD;
  41. renderer.enableScissorTest( false );
  42. // VR render mode if HMD is available
  43. if ( vrHMD ) {
  44. this.renderStereo.apply( this, arguments );
  45. return;
  46. }
  47. // Regular render mode if not HMD
  48. renderer.render.apply( this._renderer , arguments );
  49. };
  50. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  51. var cameraLeft;
  52. var cameraRight;
  53. var leftEyeTranslation = this.leftEyeTranslation;
  54. var rightEyeTranslation = this.rightEyeTranslation;
  55. var renderer = this._renderer;
  56. renderer.enableScissorTest( true );
  57. renderer.clear();
  58. // Grab camera matrix from user.
  59. // This is interpreted as the head base.
  60. if ( camera.matrixAutoUpdate ) {
  61. camera.updateMatrix();
  62. }
  63. var eyeWorldMatrix = camera.matrixWorld.clone();
  64. cameraLeft = camera.clone();
  65. cameraRight = camera.clone();
  66. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
  67. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
  68. cameraLeft.position.add(new THREE.Vector3(
  69. leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
  70. cameraRight.position.add(new THREE.Vector3(
  71. rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
  72. // render left eye
  73. renderer.setViewport( 0, 0, 640, 800 );
  74. renderer.setScissor( 0, 0, 640, 800 );
  75. renderer.render( scene, cameraLeft );
  76. // render right eye
  77. renderer.setViewport( 640, 0, 640, 800 );
  78. renderer.setScissor( 640, 0, 640, 800 );
  79. renderer.render( scene, cameraRight );
  80. };
  81. this.setFullScreen = function( enable ) {
  82. var renderer = this._renderer;
  83. var vrHMD = this._vrHMD;
  84. var fullScreen = this._fullScreen;
  85. var canvasOriginalSize = this._canvasOriginalSize;
  86. if (!vrHMD) {
  87. return;
  88. }
  89. // If state doesn't change we do nothing
  90. if ( enable && fullScreen ||
  91. !enable && !fullScreen ) {
  92. return;
  93. }
  94. // VR Mode disabled
  95. if ( !enable && fullScreen ) {
  96. // Restores canvas original size
  97. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  98. fullScreen = false;
  99. return;
  100. }
  101. // VR Mode enabled
  102. this._canvasOriginalSize = {
  103. width: renderer.domElement.width,
  104. height: renderer.domElement.height
  105. };
  106. fullScreen = true;
  107. // Hardcoded Rift display size
  108. renderer.setSize( 1280, 800 );
  109. this.startFullscreen( vrHMD );
  110. };
  111. this.startFullscreen = function( vrHMD ) {
  112. var self = this;
  113. var renderer = this._renderer;
  114. vrHMD.xxxToggleElementVR( renderer.domElement );
  115. document.addEventListener( "mozfullscreenchange", function() {
  116. if ( !document.mozFullScreenElement ) {
  117. self.setFullScreen( false );
  118. }
  119. },false );
  120. renderer.domElement.mozRequestFullScreen( { vrDisplay: vrHMD } );
  121. };
  122. this.FovToNDCScaleOffset = function( fov ) {
  123. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  124. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  125. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  126. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  127. return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
  128. };
  129. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  130. {
  131. rightHanded = rightHanded === undefined ? true : rightHanded;
  132. zNear = zNear === undefined ? 0.01 : zNear;
  133. zFar = zFar === undefined ? 10000.0 : zFar;
  134. var handednessScale = rightHanded ? -1.0 : 1.0;
  135. // start with an identity matrix
  136. var mobj = new THREE.Matrix4();
  137. var m = mobj.elements;
  138. // and with scale/offset info for normalized device coords
  139. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  140. // X result, map clip edges to [-w,+w]
  141. m[0*4+0] = scaleAndOffset.scale[0];
  142. m[0*4+1] = 0.0;
  143. m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
  144. m[0*4+3] = 0.0;
  145. // Y result, map clip edges to [-w,+w]
  146. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  147. // but the NDC scaling has Y=down (thanks D3D?)
  148. m[1*4+0] = 0.0;
  149. m[1*4+1] = scaleAndOffset.scale[1];
  150. m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
  151. m[1*4+3] = 0.0;
  152. // Z result (up to the app)
  153. m[2*4+0] = 0.0;
  154. m[2*4+1] = 0.0;
  155. m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
  156. m[2*4+3] = (zFar * zNear) / (zNear - zFar);
  157. // W result (= Z in)
  158. m[3*4+0] = 0.0;
  159. m[3*4+1] = 0.0;
  160. m[3*4+2] = handednessScale;
  161. m[3*4+3] = 0.0;
  162. mobj.transpose();
  163. return mobj;
  164. };
  165. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  166. {
  167. var fovPort = {
  168. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  169. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  170. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  171. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  172. };
  173. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  174. };
  175. };