VREffect.js 6.3 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. *
  4. * It handles stereo rendering
  5. * If mozGetVRDevices API is 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. The dimensions of the screen are temporarly
  10. * hardcoded (1280 x 800).
  11. *
  12. * For VR mode to work it has to be used with the Oculus enabled builds of Firefox:
  13. *
  14. * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
  15. * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
  16. *
  17. */
  18. THREE.VREffect = function ( renderer, done ) {
  19. this._renderer = renderer;
  20. this._init = function() {
  21. var self = this;
  22. if ( !navigator.mozGetVRDevices ) {
  23. if ( done ) {
  24. done("Your browser is not VR Ready");
  25. }
  26. return;
  27. }
  28. navigator.mozGetVRDevices( gotVRDevices );
  29. function gotVRDevices( devices ) {
  30. var vrHMD;
  31. var error;
  32. for ( var i = 0; i < devices.length; ++i ) {
  33. if ( devices[i] instanceof HMDVRDevice ) {
  34. vrHMD = devices[i];
  35. self._vrHMD = vrHMD;
  36. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  37. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  38. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  39. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  40. break; // We keep the first we encounter
  41. }
  42. }
  43. if ( done ) {
  44. if ( !vrHMD ) {
  45. error = 'HMD not available';
  46. }
  47. done( error );
  48. }
  49. }
  50. };
  51. this._init();
  52. this.render = function ( scene, camera ) {
  53. var renderer = this._renderer;
  54. var vrHMD = this._vrHMD;
  55. renderer.enableScissorTest( false );
  56. // VR render mode if HMD is available
  57. if ( vrHMD ) {
  58. this.renderStereo.apply( this, arguments );
  59. return;
  60. }
  61. // Regular render mode if not HMD
  62. renderer.render.apply( this._renderer , arguments );
  63. };
  64. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  65. var cameraLeft;
  66. var cameraRight;
  67. var leftEyeTranslation = this.leftEyeTranslation;
  68. var rightEyeTranslation = this.rightEyeTranslation;
  69. var renderer = this._renderer;
  70. renderer.enableScissorTest( true );
  71. renderer.clear();
  72. // Grab camera matrix from user.
  73. // This is interpreted as the head base.
  74. if ( camera.matrixAutoUpdate ) {
  75. camera.updateMatrix();
  76. }
  77. var eyeWorldMatrix = camera.matrixWorld.clone();
  78. cameraLeft = camera.clone();
  79. cameraRight = camera.clone();
  80. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
  81. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
  82. cameraLeft.position.add(new THREE.Vector3(
  83. leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
  84. cameraRight.position.add(new THREE.Vector3(
  85. rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
  86. // render left eye
  87. renderer.setViewport( 0, 0, 640, 800 );
  88. renderer.setScissor( 0, 0, 640, 800 );
  89. renderer.render( scene, cameraLeft );
  90. // render right eye
  91. renderer.setViewport( 640, 0, 640, 800 );
  92. renderer.setScissor( 640, 0, 640, 800 );
  93. renderer.render( scene, cameraRight );
  94. };
  95. this.setFullScreen = function( enable ) {
  96. var renderer = this._renderer;
  97. var vrHMD = this._vrHMD;
  98. var fullScreen = this._fullScreen;
  99. var canvasOriginalSize = this._canvasOriginalSize;
  100. if (!vrHMD) {
  101. return;
  102. }
  103. // If state doesn't change we do nothing
  104. if ( enable && fullScreen ||
  105. !enable && !fullScreen ) {
  106. return;
  107. }
  108. // VR Mode disabled
  109. if ( !enable && fullScreen ) {
  110. // Restores canvas original size
  111. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  112. fullScreen = false;
  113. return;
  114. }
  115. // VR Mode enabled
  116. this._canvasOriginalSize = {
  117. width: renderer.domElement.width,
  118. height: renderer.domElement.height
  119. };
  120. fullScreen = true;
  121. // Hardcoded Rift display size
  122. renderer.setSize( 1280, 800 );
  123. this.startFullscreen( vrHMD );
  124. };
  125. this.startFullscreen = function( vrHMD ) {
  126. var self = this;
  127. var renderer = this._renderer;
  128. vrHMD.xxxToggleElementVR( renderer.domElement );
  129. document.addEventListener( "mozfullscreenchange", function() {
  130. if ( !document.mozFullScreenElement ) {
  131. self.setFullScreen( false );
  132. }
  133. },false );
  134. renderer.domElement.mozRequestFullScreen( { vrDisplay: vrHMD } );
  135. };
  136. this.FovToNDCScaleOffset = function( fov ) {
  137. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  138. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  139. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  140. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  141. return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
  142. };
  143. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  144. {
  145. rightHanded = rightHanded === undefined ? true : rightHanded;
  146. zNear = zNear === undefined ? 0.01 : zNear;
  147. zFar = zFar === undefined ? 10000.0 : zFar;
  148. var handednessScale = rightHanded ? -1.0 : 1.0;
  149. // start with an identity matrix
  150. var mobj = new THREE.Matrix4();
  151. var m = mobj.elements;
  152. // and with scale/offset info for normalized device coords
  153. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  154. // X result, map clip edges to [-w,+w]
  155. m[0*4+0] = scaleAndOffset.scale[0];
  156. m[0*4+1] = 0.0;
  157. m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
  158. m[0*4+3] = 0.0;
  159. // Y result, map clip edges to [-w,+w]
  160. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  161. // but the NDC scaling has Y=down (thanks D3D?)
  162. m[1*4+0] = 0.0;
  163. m[1*4+1] = scaleAndOffset.scale[1];
  164. m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
  165. m[1*4+3] = 0.0;
  166. // Z result (up to the app)
  167. m[2*4+0] = 0.0;
  168. m[2*4+1] = 0.0;
  169. m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
  170. m[2*4+3] = (zFar * zNear) / (zNear - zFar);
  171. // W result (= Z in)
  172. m[3*4+0] = 0.0;
  173. m[3*4+1] = 0.0;
  174. m[3*4+2] = handednessScale;
  175. m[3*4+3] = 0.0;
  176. mobj.transpose();
  177. return mobj;
  178. };
  179. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  180. {
  181. var fovPort = {
  182. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  183. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  184. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  185. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  186. };
  187. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  188. };
  189. };