VREffect.js 6.6 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. *
  4. * It handles stereo rendering
  5. * If mozGetVRDevices API is not available it gracefuly falls back to a
  6. * regular renderer
  7. *
  8. * The HMD supported is the Oculus DK1 and The Web API doesn't currently allow
  9. * to query for the display resolution. The dimensions of the screen are temporarly
  10. * hardcoded (1280 x 800).
  11. *
  12. * For VR mode to work it has to be used with the Oculus enabled builds of Firefox:
  13. *
  14. * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
  15. * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
  16. *
  17. */
  18. THREE.VREffect = function ( renderer, done ) {
  19. this._renderer = renderer;
  20. this._init = function() {
  21. var self = this;
  22. if ( !navigator.mozGetVRDevices ) {
  23. if ( done ) {
  24. done("Your browser is not VR Ready");
  25. }
  26. return;
  27. }
  28. navigator.mozGetVRDevices( gotVRDevices );
  29. function gotVRDevices( devices ) {
  30. var vrHMD;
  31. var error;
  32. for ( var i = 0; i < devices.length; ++i ) {
  33. if ( devices[i] instanceof HMDVRDevice ) {
  34. vrHMD = devices[i];
  35. self._vrHMD = vrHMD;
  36. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  37. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  38. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  39. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  40. break; // We keep the first we encounter
  41. }
  42. }
  43. if ( done ) {
  44. if ( !vrHMD ) {
  45. error = 'HMD not available';
  46. }
  47. done( error );
  48. }
  49. }
  50. };
  51. this._init();
  52. this.render = function ( scene, camera ) {
  53. var renderer = this._renderer;
  54. var vrHMD = this._vrHMD;
  55. renderer.enableScissorTest( false );
  56. // VR render mode if HMD is available
  57. if ( vrHMD ) {
  58. this.renderStereo.apply( this, arguments );
  59. return;
  60. }
  61. // Regular render mode if not HMD
  62. renderer.render.apply( this._renderer , arguments );
  63. };
  64. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  65. var cameraLeft;
  66. var cameraRight;
  67. var leftEyeTranslation = this.leftEyeTranslation;
  68. var rightEyeTranslation = this.rightEyeTranslation;
  69. var renderer = this._renderer;
  70. var rendererWidth = renderer.domElement.width / renderer.devicePixelRatio;
  71. var rendererHeight = renderer.domElement.height / renderer.devicePixelRatio;
  72. var eyeDivisionLine = rendererWidth / 2;
  73. renderer.enableScissorTest( true );
  74. renderer.clear();
  75. // Grab camera matrix from user.
  76. // This is interpreted as the head base.
  77. if ( camera.matrixAutoUpdate ) {
  78. camera.updateMatrix();
  79. }
  80. var eyeWorldMatrix = camera.matrixWorld.clone();
  81. cameraLeft = camera.clone();
  82. cameraRight = camera.clone();
  83. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
  84. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
  85. cameraLeft.position.add(new THREE.Vector3(
  86. leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
  87. cameraRight.position.add(new THREE.Vector3(
  88. rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
  89. // render left eye
  90. renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
  91. renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
  92. renderer.render( scene, cameraLeft );
  93. // render right eye
  94. renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  95. renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  96. renderer.render( scene, cameraRight );
  97. };
  98. this.setFullScreen = function( enable ) {
  99. var renderer = this._renderer;
  100. var vrHMD = this._vrHMD;
  101. var canvasOriginalSize = this._canvasOriginalSize;
  102. if (!vrHMD) {
  103. return;
  104. }
  105. // If state doesn't change we do nothing
  106. if ( enable === this._fullScreen ) {
  107. return;
  108. }
  109. this._fullScreen = !!enable;
  110. // VR Mode disabled
  111. if ( !enable ) {
  112. // Restores canvas original size
  113. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  114. return;
  115. }
  116. // VR Mode enabled
  117. this._canvasOriginalSize = {
  118. width: renderer.domElement.width,
  119. height: renderer.domElement.height
  120. };
  121. fullScreen = true;
  122. // Hardcoded Rift display size
  123. renderer.setSize( 1280, 800 );
  124. vrHMD.xxxToggleElementVR( renderer.domElement );
  125. this.startFullscreen( vrHMD );
  126. };
  127. this.startFullscreen = function( vrHMD ) {
  128. var self = this;
  129. var renderer = this._renderer;
  130. document.addEventListener( "mozfullscreenchange", function() {
  131. if ( !document.mozFullScreenElement ) {
  132. self.setFullScreen( false );
  133. }
  134. },false );
  135. renderer.domElement.mozRequestFullScreen( { vrDisplay: vrHMD } );
  136. };
  137. this.FovToNDCScaleOffset = function( fov ) {
  138. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  139. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  140. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  141. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  142. return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
  143. };
  144. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  145. {
  146. rightHanded = rightHanded === undefined ? true : rightHanded;
  147. zNear = zNear === undefined ? 0.01 : zNear;
  148. zFar = zFar === undefined ? 10000.0 : zFar;
  149. var handednessScale = rightHanded ? -1.0 : 1.0;
  150. // start with an identity matrix
  151. var mobj = new THREE.Matrix4();
  152. var m = mobj.elements;
  153. // and with scale/offset info for normalized device coords
  154. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  155. // X result, map clip edges to [-w,+w]
  156. m[0*4+0] = scaleAndOffset.scale[0];
  157. m[0*4+1] = 0.0;
  158. m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
  159. m[0*4+3] = 0.0;
  160. // Y result, map clip edges to [-w,+w]
  161. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  162. // but the NDC scaling has Y=down (thanks D3D?)
  163. m[1*4+0] = 0.0;
  164. m[1*4+1] = scaleAndOffset.scale[1];
  165. m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
  166. m[1*4+3] = 0.0;
  167. // Z result (up to the app)
  168. m[2*4+0] = 0.0;
  169. m[2*4+1] = 0.0;
  170. m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
  171. m[2*4+3] = (zFar * zNear) / (zNear - zFar);
  172. // W result (= Z in)
  173. m[3*4+0] = 0.0;
  174. m[3*4+1] = 0.0;
  175. m[3*4+2] = handednessScale;
  176. m[3*4+3] = 0.0;
  177. mobj.transpose();
  178. return mobj;
  179. };
  180. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  181. {
  182. var fovPort = {
  183. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  184. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  185. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  186. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  187. };
  188. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  189. };
  190. };