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. var layer = layers[0];
  73. leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : [ 0.0, 0.0, 0.5, 1.0 ];
  74. rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : [ 0.5, 0.0, 0.5, 1.0 ];
  75. }
  76. if ( !wasPresenting ) {
  77. rendererPixelRatio = renderer.getPixelRatio();
  78. rendererSize = renderer.getSize();
  79. renderer.setPixelRatio( 1 );
  80. renderer.setSize( eyeWidth * 2, eyeHeight, false );
  81. }
  82. } else if ( wasPresenting ) {
  83. renderer.setPixelRatio( rendererPixelRatio );
  84. renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
  85. }
  86. }
  87. window.addEventListener( 'vrdisplaypresentchange', onFullscreenChange, false );
  88. this.setFullScreen = function ( boolean ) {
  89. return new Promise( function ( resolve, reject ) {
  90. if ( vrDisplay === undefined ) {
  91. reject( new Error( 'No VR hardware found.' ) );
  92. return;
  93. }
  94. if ( scope.isPresenting === boolean ) {
  95. resolve();
  96. return;
  97. }
  98. if ( boolean ) {
  99. resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
  100. } else {
  101. resolve( vrDisplay.exitPresent() );
  102. }
  103. } );
  104. };
  105. this.requestPresent = function () {
  106. return this.setFullScreen( true );
  107. };
  108. this.exitPresent = function () {
  109. return this.setFullScreen( false );
  110. };
  111. this.requestAnimationFrame = function ( f ) {
  112. if ( vrDisplay !== undefined ) {
  113. return vrDisplay.requestAnimationFrame( f );
  114. } else {
  115. return window.requestAnimationFrame( f );
  116. }
  117. };
  118. this.cancelAnimationFrame = function ( h ) {
  119. if ( vrDisplay !== undefined ) {
  120. vrDisplay.cancelAnimationFrame( h );
  121. } else {
  122. window.cancelAnimationFrame( h );
  123. }
  124. };
  125. this.submitFrame = function () {
  126. if ( vrDisplay !== undefined && scope.isPresenting ) {
  127. vrDisplay.submitFrame();
  128. }
  129. };
  130. this.autoSubmitFrame = true;
  131. // render
  132. var cameraL = new THREE.PerspectiveCamera();
  133. cameraL.layers.enable( 1 );
  134. var cameraR = new THREE.PerspectiveCamera();
  135. cameraR.layers.enable( 2 );
  136. this.render = function ( scene, camera, renderTarget, forceClear ) {
  137. if ( vrDisplay && scope.isPresenting ) {
  138. var autoUpdate = scene.autoUpdate;
  139. if ( autoUpdate ) {
  140. scene.updateMatrixWorld();
  141. scene.autoUpdate = false;
  142. }
  143. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  144. var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
  145. eyeTranslationL.fromArray( eyeParamsL.offset );
  146. eyeTranslationR.fromArray( eyeParamsR.offset );
  147. if ( Array.isArray( scene ) ) {
  148. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  149. scene = scene[ 0 ];
  150. }
  151. // When rendering we don't care what the recommended size is, only what the actual size
  152. // of the backbuffer is.
  153. var size = renderer.getSize();
  154. renderRectL = {
  155. x: Math.round( size.width * leftBounds[ 0 ] ),
  156. y: Math.round( size.height * leftBounds[ 1 ] ),
  157. width: Math.round( size.width * leftBounds[ 2 ] ),
  158. height: Math.round(size.height * leftBounds[ 3 ] )
  159. };
  160. renderRectR = {
  161. x: Math.round( size.width * rightBounds[ 0 ] ),
  162. y: Math.round( size.height * rightBounds[ 1 ] ),
  163. width: Math.round( size.width * rightBounds[ 2 ] ),
  164. height: Math.round(size.height * rightBounds[ 3 ] )
  165. };
  166. if ( renderTarget ) {
  167. renderer.setRenderTarget( renderTarget );
  168. renderTarget.scissorTest = true;
  169. } else {
  170. renderer.setRenderTarget( null );
  171. renderer.setScissorTest( true );
  172. }
  173. if ( renderer.autoClear || forceClear ) renderer.clear();
  174. if ( camera.parent === null ) camera.updateMatrixWorld();
  175. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  176. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  177. var scale = this.scale;
  178. cameraL.translateOnAxis( eyeTranslationL, scale );
  179. cameraR.translateOnAxis( eyeTranslationR, scale );
  180. if ( vrDisplay.getFrameData ) {
  181. vrDisplay.depthNear = camera.near;
  182. vrDisplay.depthFar = camera.far;
  183. vrDisplay.getFrameData( frameData );
  184. cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
  185. cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
  186. } else {
  187. cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
  188. cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
  189. }
  190. // render left eye
  191. if ( renderTarget ) {
  192. renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  193. renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  194. } else {
  195. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  196. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  197. }
  198. renderer.render( scene, cameraL, renderTarget, forceClear );
  199. // render right eye
  200. if ( renderTarget ) {
  201. renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  202. renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  203. } else {
  204. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  205. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  206. }
  207. renderer.render( scene, cameraR, renderTarget, forceClear );
  208. if ( renderTarget ) {
  209. renderTarget.viewport.set( 0, 0, size.width, size.height );
  210. renderTarget.scissor.set( 0, 0, size.width, size.height );
  211. renderTarget.scissorTest = false;
  212. renderer.setRenderTarget( null );
  213. } else {
  214. renderer.setViewport( 0, 0, size.width, size.height );
  215. renderer.setScissorTest( false );
  216. }
  217. if ( autoUpdate ) {
  218. scene.autoUpdate = true;
  219. }
  220. if ( scope.autoSubmitFrame ) {
  221. scope.submitFrame();
  222. }
  223. return;
  224. }
  225. // Regular render mode if not HMD
  226. renderer.render( scene, camera, renderTarget, forceClear );
  227. };
  228. //
  229. function fovToNDCScaleOffset( fov ) {
  230. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  231. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  232. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  233. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  234. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  235. }
  236. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  237. rightHanded = rightHanded === undefined ? true : rightHanded;
  238. zNear = zNear === undefined ? 0.01 : zNear;
  239. zFar = zFar === undefined ? 10000.0 : zFar;
  240. var handednessScale = rightHanded ? - 1.0 : 1.0;
  241. // start with an identity matrix
  242. var mobj = new THREE.Matrix4();
  243. var m = mobj.elements;
  244. // and with scale/offset info for normalized device coords
  245. var scaleAndOffset = fovToNDCScaleOffset( fov );
  246. // X result, map clip edges to [-w,+w]
  247. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  248. m[ 0 * 4 + 1 ] = 0.0;
  249. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  250. m[ 0 * 4 + 3 ] = 0.0;
  251. // Y result, map clip edges to [-w,+w]
  252. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  253. // but the NDC scaling has Y=down (thanks D3D?)
  254. m[ 1 * 4 + 0 ] = 0.0;
  255. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  256. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  257. m[ 1 * 4 + 3 ] = 0.0;
  258. // Z result (up to the app)
  259. m[ 2 * 4 + 0 ] = 0.0;
  260. m[ 2 * 4 + 1 ] = 0.0;
  261. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  262. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  263. // W result (= Z in)
  264. m[ 3 * 4 + 0 ] = 0.0;
  265. m[ 3 * 4 + 1 ] = 0.0;
  266. m[ 3 * 4 + 2 ] = handednessScale;
  267. m[ 3 * 4 + 3 ] = 0.0;
  268. mobj.transpose();
  269. return mobj;
  270. }
  271. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  272. var DEG2RAD = Math.PI / 180.0;
  273. var fovPort = {
  274. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  275. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  276. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  277. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  278. };
  279. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  280. }
  281. };