VREffect.js 5.9 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. * @author mrdoob / http://mrdoob.com
  4. *
  5. * WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html
  6. *
  7. * Firefox: http://mozvr.com/downloads/
  8. * Chromium: https://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  9. *
  10. */
  11. THREE.VREffect = function ( renderer, onError ) {
  12. var vrHMD;
  13. var eyeTranslationL, eyeFOVL, rectL;
  14. var eyeTranslationR, eyeFOVR, rectR;
  15. function gotVRDevices( devices ) {
  16. for ( var i = 0; i < devices.length; i ++ ) {
  17. if ( devices[ i ] instanceof HMDVRDevice ) {
  18. vrHMD = devices[ i ];
  19. break; // We keep the first we encounter
  20. }
  21. }
  22. if ( vrHMD === undefined ) {
  23. if ( onError ) onError( 'HMD not available' );
  24. }
  25. }
  26. if ( navigator.getVRDevices ) {
  27. navigator.getVRDevices().then( gotVRDevices );
  28. }
  29. //
  30. this.scale = 1;
  31. this.setSize = function ( width, height ) {
  32. renderer.setSize( width, height );
  33. };
  34. // fullscreen
  35. var isFullscreen = false;
  36. var canvas = renderer.domElement;
  37. var fullscreenchange = canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  38. document.addEventListener( fullscreenchange, function ( event ) {
  39. isFullscreen = document.mozFullScreenElement || document.webkitFullscreenElement;
  40. }, false );
  41. this.setFullScreen = function ( boolean ) {
  42. if ( vrHMD === undefined ) return;
  43. if ( isFullscreen === boolean ) return;
  44. if ( canvas.mozRequestFullScreen ) {
  45. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  46. } else if ( canvas.webkitRequestFullscreen ) {
  47. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  48. }
  49. };
  50. // render
  51. var cameraL = new THREE.PerspectiveCamera();
  52. cameraL.layers.enable( 1 );
  53. var cameraR = new THREE.PerspectiveCamera();
  54. cameraR.layers.enable( 2 );
  55. this.render = function ( scene, camera ) {
  56. if ( vrHMD ) {
  57. var eyeParamsL = vrHMD.getEyeParameters( 'left' );
  58. var eyeParamsR = vrHMD.getEyeParameters( 'right' );
  59. eyeTranslationL = eyeParamsL.eyeTranslation;
  60. eyeTranslationR = eyeParamsR.eyeTranslation;
  61. eyeFOVL = eyeParamsL.recommendedFieldOfView;
  62. eyeFOVR = eyeParamsR.recommendedFieldOfView;
  63. rectL = eyeParamsL.renderRect;
  64. rectR = eyeParamsR.renderRect;
  65. if ( Array.isArray( scene ) ) {
  66. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  67. scene = scene[ 0 ];
  68. }
  69. var size = renderer.getSize();
  70. renderer.setScissorTest( true );
  71. renderer.clear();
  72. if ( camera.parent === null ) camera.updateMatrixWorld();
  73. cameraL.projectionMatrix = fovToProjection( eyeFOVL, true, camera.near, camera.far );
  74. cameraR.projectionMatrix = fovToProjection( eyeFOVR, true, camera.near, camera.far );
  75. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  76. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  77. cameraL.translateX( eyeTranslationL.x * this.scale );
  78. cameraR.translateX( eyeTranslationR.x * this.scale );
  79. // render left eye
  80. if ( rectL ) {
  81. renderer.setViewport( rectL.x, rectL.y, rectL.width, rectL.height );
  82. renderer.setScissor( rectL.x, rectL.y, rectL.width, rectL.height );
  83. } else {
  84. renderer.setViewport( 0, 0, size.width / 2, size.height );
  85. renderer.setScissor( 0, 0, size.width / 2, size.height );
  86. }
  87. renderer.render( scene, cameraL );
  88. // render right eye
  89. if ( rectR ) {
  90. renderer.setViewport( rectR.x, rectR.y, rectR.width, rectR.height );
  91. renderer.setScissor( rectR.x, rectR.y, rectR.width, rectR.height );
  92. } else {
  93. renderer.setViewport( size.width / 2, 0, size.width / 2, size.height );
  94. renderer.setScissor( size.width / 2, 0, size.width / 2, size.height );
  95. }
  96. renderer.render( scene, cameraR );
  97. renderer.setScissorTest( false );
  98. return;
  99. }
  100. // Regular render mode if not HMD
  101. renderer.render( scene, camera );
  102. };
  103. //
  104. function fovToNDCScaleOffset( fov ) {
  105. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  106. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  107. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  108. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  109. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  110. }
  111. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  112. rightHanded = rightHanded === undefined ? true : rightHanded;
  113. zNear = zNear === undefined ? 0.01 : zNear;
  114. zFar = zFar === undefined ? 10000.0 : zFar;
  115. var handednessScale = rightHanded ? - 1.0 : 1.0;
  116. // start with an identity matrix
  117. var mobj = new THREE.Matrix4();
  118. var m = mobj.elements;
  119. // and with scale/offset info for normalized device coords
  120. var scaleAndOffset = fovToNDCScaleOffset( fov );
  121. // X result, map clip edges to [-w,+w]
  122. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  123. m[ 0 * 4 + 1 ] = 0.0;
  124. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  125. m[ 0 * 4 + 3 ] = 0.0;
  126. // Y result, map clip edges to [-w,+w]
  127. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  128. // but the NDC scaling has Y=down (thanks D3D?)
  129. m[ 1 * 4 + 0 ] = 0.0;
  130. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  131. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  132. m[ 1 * 4 + 3 ] = 0.0;
  133. // Z result (up to the app)
  134. m[ 2 * 4 + 0 ] = 0.0;
  135. m[ 2 * 4 + 1 ] = 0.0;
  136. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  137. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  138. // W result (= Z in)
  139. m[ 3 * 4 + 0 ] = 0.0;
  140. m[ 3 * 4 + 1 ] = 0.0;
  141. m[ 3 * 4 + 2 ] = handednessScale;
  142. m[ 3 * 4 + 3 ] = 0.0;
  143. mobj.transpose();
  144. return mobj;
  145. }
  146. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  147. var DEG2RAD = Math.PI / 180.0;
  148. var fovPort = {
  149. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  150. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  151. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  152. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  153. };
  154. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  155. }
  156. };