VREffect.js 13 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. THREE.VREffect = function ( renderer, onError ) {
  11. var vrDisplay, vrDisplays;
  12. var eyeTranslationL = new THREE.Vector3();
  13. var eyeTranslationR = new THREE.Vector3();
  14. var renderRectL, renderRectR;
  15. var headMatrix = new THREE.Matrix4();
  16. var eyeMatrixL = new THREE.Matrix4();
  17. var eyeMatrixR = new THREE.Matrix4();
  18. var frameData = null;
  19. if ( 'VRFrameData' in window ) {
  20. frameData = new window.VRFrameData();
  21. }
  22. function gotVRDisplays( displays ) {
  23. vrDisplays = displays;
  24. if ( displays.length > 0 ) {
  25. vrDisplay = displays[ 0 ];
  26. } else {
  27. if ( onError ) onError( 'HMD not available' );
  28. }
  29. }
  30. if ( navigator.getVRDisplays ) {
  31. navigator.getVRDisplays().then( gotVRDisplays ).catch( function () {
  32. console.warn( 'THREE.VREffect: Unable to get VR Displays' );
  33. } );
  34. }
  35. //
  36. this.isPresenting = false;
  37. var scope = this;
  38. var rendererSize = renderer.getSize();
  39. var rendererUpdateStyle = false;
  40. var rendererPixelRatio = renderer.getPixelRatio();
  41. this.getVRDisplay = function () {
  42. return vrDisplay;
  43. };
  44. this.setVRDisplay = function ( value ) {
  45. vrDisplay = value;
  46. };
  47. this.getVRDisplays = function () {
  48. console.warn( 'THREE.VREffect: getVRDisplays() is being deprecated.' );
  49. return vrDisplays;
  50. };
  51. this.setSize = function ( width, height, updateStyle ) {
  52. rendererSize = { width: width, height: height };
  53. rendererUpdateStyle = updateStyle;
  54. if ( scope.isPresenting ) {
  55. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  56. renderer.setPixelRatio( 1 );
  57. renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
  58. } else {
  59. renderer.setPixelRatio( rendererPixelRatio );
  60. renderer.setSize( width, height, updateStyle );
  61. }
  62. };
  63. // VR presentation
  64. var canvas = renderer.domElement;
  65. var defaultLeftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
  66. var defaultRightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
  67. function onVRDisplayPresentChange() {
  68. var wasPresenting = scope.isPresenting;
  69. scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
  70. if ( scope.isPresenting ) {
  71. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  72. var eyeWidth = eyeParamsL.renderWidth;
  73. var eyeHeight = eyeParamsL.renderHeight;
  74. if ( ! wasPresenting ) {
  75. rendererPixelRatio = renderer.getPixelRatio();
  76. rendererSize = renderer.getSize();
  77. renderer.setPixelRatio( 1 );
  78. renderer.setSize( eyeWidth * 2, eyeHeight, false );
  79. }
  80. } else if ( wasPresenting ) {
  81. renderer.setPixelRatio( rendererPixelRatio );
  82. renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
  83. }
  84. }
  85. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  86. this.setFullScreen = function ( boolean ) {
  87. return new Promise( function ( resolve, reject ) {
  88. if ( vrDisplay === undefined ) {
  89. reject( new Error( 'No VR hardware found.' ) );
  90. return;
  91. }
  92. if ( scope.isPresenting === boolean ) {
  93. resolve();
  94. return;
  95. }
  96. if ( boolean ) {
  97. resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
  98. } else {
  99. resolve( vrDisplay.exitPresent() );
  100. }
  101. } );
  102. };
  103. this.requestPresent = function () {
  104. return this.setFullScreen( true );
  105. };
  106. this.exitPresent = function () {
  107. return this.setFullScreen( false );
  108. };
  109. this.requestAnimationFrame = function ( f ) {
  110. if ( vrDisplay !== undefined ) {
  111. return vrDisplay.requestAnimationFrame( f );
  112. } else {
  113. return window.requestAnimationFrame( f );
  114. }
  115. };
  116. this.cancelAnimationFrame = function ( h ) {
  117. if ( vrDisplay !== undefined ) {
  118. vrDisplay.cancelAnimationFrame( h );
  119. } else {
  120. window.cancelAnimationFrame( h );
  121. }
  122. };
  123. this.submitFrame = function () {
  124. if ( vrDisplay !== undefined && scope.isPresenting ) {
  125. vrDisplay.submitFrame();
  126. }
  127. };
  128. this.autoSubmitFrame = true;
  129. // render
  130. var cameraL = new THREE.PerspectiveCamera();
  131. cameraL.layers.enable( 1 );
  132. var cameraR = new THREE.PerspectiveCamera();
  133. cameraR.layers.enable( 2 );
  134. this.render = function ( scene, camera, renderTarget, forceClear ) {
  135. if ( vrDisplay && scope.isPresenting ) {
  136. var autoUpdate = scene.autoUpdate;
  137. if ( autoUpdate ) {
  138. scene.updateMatrixWorld();
  139. scene.autoUpdate = false;
  140. }
  141. if ( Array.isArray( scene ) ) {
  142. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  143. scene = scene[ 0 ];
  144. }
  145. // When rendering we don't care what the recommended size is, only what the actual size
  146. // of the backbuffer is.
  147. var size = renderer.getSize();
  148. var layers = vrDisplay.getLayers();
  149. var leftBounds;
  150. var rightBounds;
  151. if ( layers.length ) {
  152. var layer = layers[ 0 ];
  153. leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds;
  154. rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds;
  155. } else {
  156. leftBounds = defaultLeftBounds;
  157. rightBounds = defaultRightBounds;
  158. }
  159. renderRectL = {
  160. x: Math.round( size.width * leftBounds[ 0 ] ),
  161. y: Math.round( size.height * leftBounds[ 1 ] ),
  162. width: Math.round( size.width * leftBounds[ 2 ] ),
  163. height: Math.round( size.height * leftBounds[ 3 ] )
  164. };
  165. renderRectR = {
  166. x: Math.round( size.width * rightBounds[ 0 ] ),
  167. y: Math.round( size.height * rightBounds[ 1 ] ),
  168. width: Math.round( size.width * rightBounds[ 2 ] ),
  169. height: Math.round( size.height * rightBounds[ 3 ] )
  170. };
  171. if ( renderTarget ) {
  172. renderer.setRenderTarget( renderTarget );
  173. renderTarget.scissorTest = true;
  174. } else {
  175. renderer.setRenderTarget( null );
  176. renderer.setScissorTest( true );
  177. }
  178. if ( renderer.autoClear || forceClear ) renderer.clear();
  179. if ( camera.parent === null ) camera.updateMatrixWorld();
  180. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  181. cameraR.position.copy( cameraL.position );
  182. cameraR.quaternion.copy( cameraL.quaternion );
  183. cameraR.scale.copy( cameraL.scale );
  184. if ( vrDisplay.getFrameData ) {
  185. vrDisplay.depthNear = camera.near;
  186. vrDisplay.depthFar = camera.far;
  187. vrDisplay.getFrameData( frameData );
  188. cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
  189. cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
  190. getEyeMatrices( frameData );
  191. cameraL.updateMatrix();
  192. cameraL.matrix.multiply( eyeMatrixL );
  193. cameraL.matrix.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  194. cameraR.updateMatrix();
  195. cameraR.matrix.multiply( eyeMatrixR );
  196. cameraR.matrix.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  197. } else {
  198. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  199. var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
  200. cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
  201. cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
  202. eyeTranslationL.fromArray( eyeParamsL.offset );
  203. eyeTranslationR.fromArray( eyeParamsR.offset );
  204. cameraL.translateOnAxis( eyeTranslationL, cameraL.scale.x );
  205. cameraR.translateOnAxis( eyeTranslationR, cameraR.scale.x );
  206. }
  207. // render left eye
  208. if ( renderTarget ) {
  209. renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  210. renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  211. } else {
  212. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  213. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  214. }
  215. renderer.render( scene, cameraL, renderTarget, forceClear );
  216. // render right eye
  217. if ( renderTarget ) {
  218. renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  219. renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  220. } else {
  221. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  222. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  223. }
  224. renderer.render( scene, cameraR, renderTarget, forceClear );
  225. if ( renderTarget ) {
  226. renderTarget.viewport.set( 0, 0, size.width, size.height );
  227. renderTarget.scissor.set( 0, 0, size.width, size.height );
  228. renderTarget.scissorTest = false;
  229. renderer.setRenderTarget( null );
  230. } else {
  231. renderer.setViewport( 0, 0, size.width, size.height );
  232. renderer.setScissorTest( false );
  233. }
  234. if ( autoUpdate ) {
  235. scene.autoUpdate = true;
  236. }
  237. if ( scope.autoSubmitFrame ) {
  238. scope.submitFrame();
  239. }
  240. return;
  241. }
  242. // Regular render mode if not HMD
  243. renderer.render( scene, camera, renderTarget, forceClear );
  244. };
  245. this.dispose = function () {
  246. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  247. };
  248. //
  249. var poseOrientation = new THREE.Quaternion();
  250. var posePosition = new THREE.Vector3();
  251. // Compute model matrices of the eyes with respect to the head.
  252. function getEyeMatrices( frameData ) {
  253. // Compute the matrix for the position of the head based on the pose
  254. if ( frameData.pose.orientation ) {
  255. poseOrientation.fromArray( frameData.pose.orientation );
  256. headMatrix.makeRotationFromQuaternion( poseOrientation );
  257. } else {
  258. headMatrix.identity();
  259. }
  260. if ( frameData.pose.position ) {
  261. posePosition.fromArray( frameData.pose.position );
  262. headMatrix.setPosition( posePosition );
  263. }
  264. // The view matrix transforms vertices from sitting space to eye space. As such, the view matrix can be thought of as a product of two matrices:
  265. // headToEyeMatrix * sittingToHeadMatrix
  266. // The headMatrix that we've calculated above is the model matrix of the head in sitting space, which is the inverse of sittingToHeadMatrix.
  267. // So when we multiply the view matrix with headMatrix, we're left with headToEyeMatrix:
  268. // viewMatrix * headMatrix = headToEyeMatrix * sittingToHeadMatrix * headMatrix = headToEyeMatrix
  269. eyeMatrixL.fromArray( frameData.leftViewMatrix );
  270. eyeMatrixL.multiply( headMatrix );
  271. eyeMatrixR.fromArray( frameData.rightViewMatrix );
  272. eyeMatrixR.multiply( headMatrix );
  273. // The eye's model matrix in head space is the inverse of headToEyeMatrix we calculated above.
  274. eyeMatrixL.getInverse( eyeMatrixL );
  275. eyeMatrixR.getInverse( eyeMatrixR );
  276. }
  277. function fovToNDCScaleOffset( fov ) {
  278. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  279. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  280. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  281. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  282. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  283. }
  284. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  285. rightHanded = rightHanded === undefined ? true : rightHanded;
  286. zNear = zNear === undefined ? 0.01 : zNear;
  287. zFar = zFar === undefined ? 10000.0 : zFar;
  288. var handednessScale = rightHanded ? - 1.0 : 1.0;
  289. // start with an identity matrix
  290. var mobj = new THREE.Matrix4();
  291. var m = mobj.elements;
  292. // and with scale/offset info for normalized device coords
  293. var scaleAndOffset = fovToNDCScaleOffset( fov );
  294. // X result, map clip edges to [-w,+w]
  295. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  296. m[ 0 * 4 + 1 ] = 0.0;
  297. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  298. m[ 0 * 4 + 3 ] = 0.0;
  299. // Y result, map clip edges to [-w,+w]
  300. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  301. // but the NDC scaling has Y=down (thanks D3D?)
  302. m[ 1 * 4 + 0 ] = 0.0;
  303. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  304. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  305. m[ 1 * 4 + 3 ] = 0.0;
  306. // Z result (up to the app)
  307. m[ 2 * 4 + 0 ] = 0.0;
  308. m[ 2 * 4 + 1 ] = 0.0;
  309. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  310. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  311. // W result (= Z in)
  312. m[ 3 * 4 + 0 ] = 0.0;
  313. m[ 3 * 4 + 1 ] = 0.0;
  314. m[ 3 * 4 + 2 ] = handednessScale;
  315. m[ 3 * 4 + 3 ] = 0.0;
  316. mobj.transpose();
  317. return mobj;
  318. }
  319. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  320. var DEG2RAD = Math.PI / 180.0;
  321. var fovPort = {
  322. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  323. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  324. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  325. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  326. };
  327. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  328. }
  329. };