VREffect.js 10 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://webvr.info/get-chrome
  9. *
  10. */
  11. THREE.VREffect = function ( renderer, onError ) {
  12. var vrDisplay, vrDisplays;
  13. var eyeTranslationL = new THREE.Vector3();
  14. var eyeTranslationR = new THREE.Vector3();
  15. var renderRectL, renderRectR;
  16. var frameData = null;
  17. if ( 'VRFrameData' in window ) {
  18. frameData = new VRFrameData();
  19. }
  20. function gotVRDisplays( displays ) {
  21. vrDisplays = displays;
  22. if ( displays.length > 0 ) {
  23. vrDisplay = displays[ 0 ];
  24. } else {
  25. if ( onError ) onError( 'HMD not available' );
  26. }
  27. }
  28. if ( navigator.getVRDisplays ) {
  29. navigator.getVRDisplays().then( gotVRDisplays );
  30. }
  31. //
  32. this.isPresenting = false;
  33. this.scale = 1;
  34. var scope = this;
  35. var rendererSize = renderer.getSize();
  36. var rendererUpdateStyle = false;
  37. var rendererPixelRatio = renderer.getPixelRatio();
  38. this.getVRDisplay = function () {
  39. return vrDisplay;
  40. };
  41. this.getVRDisplays = function () {
  42. return vrDisplays;
  43. };
  44. this.setSize = function ( width, height, updateStyle ) {
  45. rendererSize = { width: width, height: height };
  46. rendererUpdateStyle = updateStyle;
  47. if ( scope.isPresenting ) {
  48. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  49. renderer.setPixelRatio( 1 );
  50. renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
  51. } else {
  52. renderer.setPixelRatio( rendererPixelRatio );
  53. renderer.setSize( width, height, updateStyle );
  54. }
  55. };
  56. // fullscreen
  57. var canvas = renderer.domElement;
  58. var requestFullscreen;
  59. var exitFullscreen;
  60. var fullscreenElement;
  61. var leftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
  62. var rightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
  63. function onFullscreenChange() {
  64. var wasPresenting = scope.isPresenting;
  65. scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
  66. if ( scope.isPresenting ) {
  67. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  68. var eyeWidth = eyeParamsL.renderWidth;
  69. var eyeHeight = eyeParamsL.renderHeight;
  70. var layers = vrDisplay.getLayers();
  71. if ( layers.length ) {
  72. leftBounds = layers[0].leftBounds || [ 0.0, 0.0, 0.5, 1.0 ];
  73. rightBounds = layers[0].rightBounds || [ 0.5, 0.0, 0.5, 1.0 ];
  74. }
  75. if ( !wasPresenting ) {
  76. rendererPixelRatio = renderer.getPixelRatio();
  77. rendererSize = renderer.getSize();
  78. renderer.setPixelRatio( 1 );
  79. renderer.setSize( eyeWidth * 2, eyeHeight, false );
  80. }
  81. } else if ( wasPresenting ) {
  82. renderer.setPixelRatio( rendererPixelRatio );
  83. renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
  84. }
  85. }
  86. window.addEventListener( 'vrdisplaypresentchange', onFullscreenChange, false );
  87. this.setFullScreen = function ( boolean ) {
  88. return new Promise( function ( resolve, reject ) {
  89. if ( vrDisplay === undefined ) {
  90. reject( new Error( 'No VR hardware found.' ) );
  91. return;
  92. }
  93. if ( scope.isPresenting === boolean ) {
  94. resolve();
  95. return;
  96. }
  97. if ( boolean ) {
  98. resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
  99. } else {
  100. resolve( vrDisplay.exitPresent() );
  101. }
  102. } );
  103. };
  104. this.requestPresent = function () {
  105. return this.setFullScreen( true );
  106. };
  107. this.exitPresent = function () {
  108. return this.setFullScreen( false );
  109. };
  110. this.requestAnimationFrame = function ( f ) {
  111. if ( vrDisplay !== undefined ) {
  112. return vrDisplay.requestAnimationFrame( f );
  113. } else {
  114. return window.requestAnimationFrame( f );
  115. }
  116. };
  117. this.cancelAnimationFrame = function ( h ) {
  118. if ( vrDisplay !== undefined ) {
  119. vrDisplay.cancelAnimationFrame( h );
  120. } else {
  121. window.cancelAnimationFrame( h );
  122. }
  123. };
  124. this.submitFrame = function () {
  125. if ( vrDisplay !== undefined && scope.isPresenting ) {
  126. vrDisplay.submitFrame();
  127. }
  128. };
  129. this.autoSubmitFrame = true;
  130. // render
  131. var cameraL = new THREE.PerspectiveCamera();
  132. cameraL.layers.enable( 1 );
  133. var cameraR = new THREE.PerspectiveCamera();
  134. cameraR.layers.enable( 2 );
  135. this.render = function ( scene, camera, renderTarget, forceClear ) {
  136. if ( vrDisplay && scope.isPresenting ) {
  137. var autoUpdate = scene.autoUpdate;
  138. if ( autoUpdate ) {
  139. scene.updateMatrixWorld();
  140. scene.autoUpdate = false;
  141. }
  142. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  143. var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
  144. eyeTranslationL.fromArray( eyeParamsL.offset );
  145. eyeTranslationR.fromArray( eyeParamsR.offset );
  146. if ( Array.isArray( scene ) ) {
  147. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  148. scene = scene[ 0 ];
  149. }
  150. // When rendering we don't care what the recommended size is, only what the actual size
  151. // of the backbuffer is.
  152. var size = renderer.getSize();
  153. renderRectL = {
  154. x: Math.round( size.width * leftBounds[ 0 ] ),
  155. y: Math.round( size.height * leftBounds[ 1 ] ),
  156. width: Math.round( size.width * leftBounds[ 2 ] ),
  157. height: Math.round(size.height * leftBounds[ 3 ] )
  158. };
  159. renderRectR = {
  160. x: Math.round( size.width * rightBounds[ 0 ] ),
  161. y: Math.round( size.height * rightBounds[ 1 ] ),
  162. width: Math.round( size.width * rightBounds[ 2 ] ),
  163. height: Math.round(size.height * rightBounds[ 3 ] )
  164. };
  165. if ( renderTarget ) {
  166. renderer.setRenderTarget( renderTarget );
  167. renderTarget.scissorTest = true;
  168. } else {
  169. renderer.setScissorTest( true );
  170. }
  171. if ( renderer.autoClear || forceClear ) renderer.clear();
  172. if ( camera.parent === null ) camera.updateMatrixWorld();
  173. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  174. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  175. var scale = this.scale;
  176. cameraL.translateOnAxis( eyeTranslationL, scale );
  177. cameraR.translateOnAxis( eyeTranslationR, scale );
  178. if ( vrDisplay.getFrameData ) {
  179. vrDisplay.depthNear = camera.near;
  180. vrDisplay.depthFar = camera.far;
  181. vrDisplay.getFrameData( frameData );
  182. cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
  183. cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
  184. } else {
  185. cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
  186. cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
  187. }
  188. // render left eye
  189. if ( renderTarget ) {
  190. renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  191. renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  192. } else {
  193. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  194. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  195. }
  196. renderer.render( scene, cameraL, renderTarget, forceClear );
  197. // render right eye
  198. if ( renderTarget ) {
  199. renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  200. renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  201. } else {
  202. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  203. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  204. }
  205. renderer.render( scene, cameraR, renderTarget, forceClear );
  206. if ( renderTarget ) {
  207. renderTarget.viewport.set( 0, 0, size.width, size.height );
  208. renderTarget.scissor.set( 0, 0, size.width, size.height );
  209. renderTarget.scissorTest = false;
  210. renderer.setRenderTarget( null );
  211. } else {
  212. renderer.setScissorTest( false );
  213. }
  214. if ( autoUpdate ) {
  215. scene.autoUpdate = true;
  216. }
  217. if ( scope.autoSubmitFrame ) {
  218. scope.submitFrame();
  219. }
  220. return;
  221. }
  222. // Regular render mode if not HMD
  223. renderer.render( scene, camera, renderTarget, forceClear );
  224. };
  225. //
  226. function fovToNDCScaleOffset( fov ) {
  227. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  228. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  229. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  230. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  231. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  232. }
  233. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  234. rightHanded = rightHanded === undefined ? true : rightHanded;
  235. zNear = zNear === undefined ? 0.01 : zNear;
  236. zFar = zFar === undefined ? 10000.0 : zFar;
  237. var handednessScale = rightHanded ? - 1.0 : 1.0;
  238. // start with an identity matrix
  239. var mobj = new THREE.Matrix4();
  240. var m = mobj.elements;
  241. // and with scale/offset info for normalized device coords
  242. var scaleAndOffset = fovToNDCScaleOffset( fov );
  243. // X result, map clip edges to [-w,+w]
  244. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  245. m[ 0 * 4 + 1 ] = 0.0;
  246. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  247. m[ 0 * 4 + 3 ] = 0.0;
  248. // Y result, map clip edges to [-w,+w]
  249. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  250. // but the NDC scaling has Y=down (thanks D3D?)
  251. m[ 1 * 4 + 0 ] = 0.0;
  252. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  253. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  254. m[ 1 * 4 + 3 ] = 0.0;
  255. // Z result (up to the app)
  256. m[ 2 * 4 + 0 ] = 0.0;
  257. m[ 2 * 4 + 1 ] = 0.0;
  258. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  259. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  260. // W result (= Z in)
  261. m[ 3 * 4 + 0 ] = 0.0;
  262. m[ 3 * 4 + 1 ] = 0.0;
  263. m[ 3 * 4 + 2 ] = handednessScale;
  264. m[ 3 * 4 + 3 ] = 0.0;
  265. mobj.transpose();
  266. return mobj;
  267. }
  268. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  269. var DEG2RAD = Math.PI / 180.0;
  270. var fovPort = {
  271. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  272. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  273. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  274. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  275. };
  276. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  277. }
  278. };