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;
  14. var eyeTranslationR, eyeFOVR;
  15. function gotVRDevices( devices ) {
  16. for ( var i = 0; i < devices.length; i ++ ) {
  17. if ( devices[ i ] instanceof HMDVRDevice ) {
  18. vrHMD = devices[ i ];
  19. if ( vrHMD.getEyeParameters !== undefined ) {
  20. var eyeParamsL = vrHMD.getEyeParameters( 'left' );
  21. var eyeParamsR = vrHMD.getEyeParameters( 'right' );
  22. eyeTranslationL = eyeParamsL.eyeTranslation;
  23. eyeTranslationR = eyeParamsR.eyeTranslation;
  24. eyeFOVL = eyeParamsL.recommendedFieldOfView;
  25. eyeFOVR = eyeParamsR.recommendedFieldOfView;
  26. } else {
  27. // TODO: This is an older code path and not spec compliant.
  28. // It should be removed at some point in the near future.
  29. eyeTranslationL = vrHMD.getEyeTranslation( 'left' );
  30. eyeTranslationR = vrHMD.getEyeTranslation( 'right' );
  31. eyeFOVL = vrHMD.getRecommendedEyeFieldOfView( 'left' );
  32. eyeFOVR = vrHMD.getRecommendedEyeFieldOfView( 'right' );
  33. }
  34. break; // We keep the first we encounter
  35. }
  36. }
  37. if ( vrHMD === undefined ) {
  38. if ( onError ) onError( 'HMD not available' );
  39. }
  40. }
  41. if ( navigator.getVRDevices ) {
  42. navigator.getVRDevices().then( gotVRDevices );
  43. }
  44. //
  45. this.scale = 1;
  46. this.setSize = function( width, height ) {
  47. renderer.setSize( width, height );
  48. };
  49. // fullscreen
  50. var isFullscreen = false;
  51. var canvas = renderer.domElement;
  52. var fullscreenchange = canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  53. document.addEventListener( fullscreenchange, function ( event ) {
  54. isFullscreen = document.mozFullScreenElement || document.webkitFullscreenElement;
  55. }, false );
  56. this.setFullScreen = function ( boolean ) {
  57. if ( vrHMD === undefined ) return;
  58. if ( isFullscreen === boolean ) return;
  59. if ( canvas.mozRequestFullScreen ) {
  60. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  61. } else if ( canvas.webkitRequestFullscreen ) {
  62. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  63. }
  64. };
  65. // render
  66. var cameraL = new THREE.PerspectiveCamera();
  67. var cameraR = new THREE.PerspectiveCamera();
  68. this.render = function ( scene, camera ) {
  69. if ( vrHMD ) {
  70. var sceneL, sceneR;
  71. if ( Array.isArray( scene ) ) {
  72. sceneL = scene[ 0 ];
  73. sceneR = scene[ 1 ];
  74. } else {
  75. sceneL = scene;
  76. sceneR = scene;
  77. }
  78. var size = renderer.getSize();
  79. size.width /= 2;
  80. renderer.enableScissorTest( true );
  81. renderer.clear();
  82. if ( camera.parent === null ) camera.updateMatrixWorld();
  83. cameraL.projectionMatrix = fovToProjection( eyeFOVL, true, camera.near, camera.far );
  84. cameraR.projectionMatrix = fovToProjection( eyeFOVR, true, camera.near, camera.far );
  85. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  86. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  87. cameraL.translateX( eyeTranslationL.x * this.scale );
  88. cameraR.translateX( eyeTranslationR.x * this.scale );
  89. // render left eye
  90. renderer.setViewport( 0, 0, size.width, size.height );
  91. renderer.setScissor( 0, 0, size.width, size.height );
  92. renderer.render( sceneL, cameraL );
  93. // render right eye
  94. renderer.setViewport( size.width, 0, size.width, size.height );
  95. renderer.setScissor( size.width, 0, size.width, size.height );
  96. renderer.render( sceneR, cameraR );
  97. renderer.enableScissorTest( false );
  98. return;
  99. }
  100. // Regular render mode if not HMD
  101. if ( Array.isArray( scene ) ) scene = scene[ 0 ];
  102. renderer.render( scene, camera );
  103. };
  104. //
  105. function fovToNDCScaleOffset( fov ) {
  106. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  107. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  108. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  109. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  110. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  111. }
  112. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  113. rightHanded = rightHanded === undefined ? true : rightHanded;
  114. zNear = zNear === undefined ? 0.01 : zNear;
  115. zFar = zFar === undefined ? 10000.0 : zFar;
  116. var handednessScale = rightHanded ? - 1.0 : 1.0;
  117. // start with an identity matrix
  118. var mobj = new THREE.Matrix4();
  119. var m = mobj.elements;
  120. // and with scale/offset info for normalized device coords
  121. var scaleAndOffset = fovToNDCScaleOffset( fov );
  122. // X result, map clip edges to [-w,+w]
  123. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  124. m[ 0 * 4 + 1 ] = 0.0;
  125. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  126. m[ 0 * 4 + 3 ] = 0.0;
  127. // Y result, map clip edges to [-w,+w]
  128. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  129. // but the NDC scaling has Y=down (thanks D3D?)
  130. m[ 1 * 4 + 0 ] = 0.0;
  131. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  132. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  133. m[ 1 * 4 + 3 ] = 0.0;
  134. // Z result (up to the app)
  135. m[ 2 * 4 + 0 ] = 0.0;
  136. m[ 2 * 4 + 1 ] = 0.0;
  137. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  138. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  139. // W result (= Z in)
  140. m[ 3 * 4 + 0 ] = 0.0;
  141. m[ 3 * 4 + 1 ] = 0.0;
  142. m[ 3 * 4 + 2 ] = handednessScale;
  143. m[ 3 * 4 + 3 ] = 0.0;
  144. mobj.transpose();
  145. return mobj;
  146. }
  147. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  148. var DEG2RAD = Math.PI / 180.0;
  149. var fovPort = {
  150. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  151. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  152. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  153. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  154. };
  155. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  156. }
  157. };