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VREffect.js 7.2 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. * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
  17. * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
  18. *
  19. * Chrome builds:
  20. *
  21. * https://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  22. *
  23. */
  24. THREE.VREffect = function ( renderer, done ) {
  25. this._renderer = renderer;
  26. this._init = function() {
  27. var self = this;
  28. if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
  29. if ( done ) {
  30. done("Your browser is not VR Ready");
  31. }
  32. return;
  33. }
  34. if ( navigator.getVRDevices ) {
  35. navigator.getVRDevices().then( gotVRDevices );
  36. } else {
  37. navigator.mozGetVRDevices( gotVRDevices );
  38. }
  39. function gotVRDevices( devices ) {
  40. var vrHMD;
  41. var error;
  42. for ( var i = 0; i < devices.length; ++i ) {
  43. if ( devices[i] instanceof HMDVRDevice ) {
  44. vrHMD = devices[i];
  45. self._vrHMD = vrHMD;
  46. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  47. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  48. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  49. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  50. break; // We keep the first we encounter
  51. }
  52. }
  53. if ( done ) {
  54. if ( !vrHMD ) {
  55. error = 'HMD not available';
  56. }
  57. done( error );
  58. }
  59. }
  60. };
  61. this._init();
  62. this.render = function ( scene, camera ) {
  63. var renderer = this._renderer;
  64. var vrHMD = this._vrHMD;
  65. renderer.enableScissorTest( false );
  66. // VR render mode if HMD is available
  67. if ( vrHMD ) {
  68. this.renderStereo.apply( this, arguments );
  69. return;
  70. }
  71. // Regular render mode if not HMD
  72. renderer.render.apply( this._renderer , arguments );
  73. };
  74. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  75. var cameraLeft;
  76. var cameraRight;
  77. var leftEyeTranslation = this.leftEyeTranslation;
  78. var rightEyeTranslation = this.rightEyeTranslation;
  79. var renderer = this._renderer;
  80. var rendererWidth = renderer.domElement.width / renderer.devicePixelRatio;
  81. var rendererHeight = renderer.domElement.height / renderer.devicePixelRatio;
  82. var eyeDivisionLine = rendererWidth / 2;
  83. renderer.enableScissorTest( true );
  84. renderer.clear();
  85. // Grab camera matrix from user.
  86. // This is interpreted as the head base.
  87. if ( camera.matrixAutoUpdate ) {
  88. camera.updateMatrix();
  89. }
  90. var eyeWorldMatrix = camera.matrixWorld.clone();
  91. cameraLeft = camera.clone();
  92. cameraRight = camera.clone();
  93. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
  94. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
  95. cameraLeft.position.add(new THREE.Vector3(
  96. leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
  97. cameraRight.position.add(new THREE.Vector3(
  98. rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
  99. // render left eye
  100. renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
  101. renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
  102. renderer.render( scene, cameraLeft );
  103. // render right eye
  104. renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  105. renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  106. renderer.render( scene, cameraRight );
  107. };
  108. this.setFullScreen = function( enable ) {
  109. var renderer = this._renderer;
  110. var vrHMD = this._vrHMD;
  111. var canvasOriginalSize = this._canvasOriginalSize;
  112. if (!vrHMD) {
  113. return;
  114. }
  115. // If state doesn't change we do nothing
  116. if ( enable === this._fullScreen ) {
  117. return;
  118. }
  119. this._fullScreen = !!enable;
  120. // VR Mode disabled
  121. if ( !enable ) {
  122. // Restores canvas original size
  123. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  124. return;
  125. }
  126. // VR Mode enabled
  127. this._canvasOriginalSize = {
  128. width: renderer.domElement.width,
  129. height: renderer.domElement.height
  130. };
  131. // Hardcoded Rift display size
  132. renderer.setSize( 1280, 800, false );
  133. this.startFullscreen();
  134. };
  135. this.startFullscreen = function() {
  136. var self = this;
  137. var renderer = this._renderer;
  138. var vrHMD = this._vrHMD;
  139. var canvas = renderer.domElement;
  140. var fullScreenChange =
  141. canvas.mozRequestFullScreen? 'mozfullscreenchange' : 'webkitfullscreenchange';
  142. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  143. function onFullScreenChanged() {
  144. if ( !document.mozFullScreenElement && !document.webkitFullScreenElement ) {
  145. self.setFullScreen( false );
  146. }
  147. }
  148. if ( canvas.mozRequestFullScreen ) {
  149. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  150. } else {
  151. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  152. }
  153. };
  154. this.FovToNDCScaleOffset = function( fov ) {
  155. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  156. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  157. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  158. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  159. return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
  160. };
  161. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  162. {
  163. rightHanded = rightHanded === undefined ? true : rightHanded;
  164. zNear = zNear === undefined ? 0.01 : zNear;
  165. zFar = zFar === undefined ? 10000.0 : zFar;
  166. var handednessScale = rightHanded ? -1.0 : 1.0;
  167. // start with an identity matrix
  168. var mobj = new THREE.Matrix4();
  169. var m = mobj.elements;
  170. // and with scale/offset info for normalized device coords
  171. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  172. // X result, map clip edges to [-w,+w]
  173. m[0*4+0] = scaleAndOffset.scale[0];
  174. m[0*4+1] = 0.0;
  175. m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
  176. m[0*4+3] = 0.0;
  177. // Y result, map clip edges to [-w,+w]
  178. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  179. // but the NDC scaling has Y=down (thanks D3D?)
  180. m[1*4+0] = 0.0;
  181. m[1*4+1] = scaleAndOffset.scale[1];
  182. m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
  183. m[1*4+3] = 0.0;
  184. // Z result (up to the app)
  185. m[2*4+0] = 0.0;
  186. m[2*4+1] = 0.0;
  187. m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
  188. m[2*4+3] = (zFar * zNear) / (zNear - zFar);
  189. // W result (= Z in)
  190. m[3*4+0] = 0.0;
  191. m[3*4+1] = 0.0;
  192. m[3*4+2] = handednessScale;
  193. m[3*4+3] = 0.0;
  194. mobj.transpose();
  195. return mobj;
  196. };
  197. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  198. {
  199. var fovPort = {
  200. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  201. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  202. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  203. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  204. };
  205. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  206. };
  207. };