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