VREffect.js 7.2 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. *
  4. * It handles stereo rendering
  5. * If mozGetVRDevices and getVRDevices APIs are 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 (only the chrome API allows it).
  10. * The dimensions of the screen are temporarly hardcoded (1280 x 800).
  11. *
  12. * For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome:
  13. *
  14. * Firefox:
  15. *
  16. * http://mozvr.com/downloads.html
  17. *
  18. * Chrome builds:
  19. *
  20. * https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  21. *
  22. */
  23. THREE.VREffect = function ( renderer, done ) {
  24. var cameraLeft = new THREE.PerspectiveCamera();
  25. var cameraRight = new THREE.PerspectiveCamera();
  26. this._renderer = renderer;
  27. this._init = function() {
  28. var self = this;
  29. if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
  30. if ( done ) {
  31. done( 'Your browser is not VR Ready' );
  32. }
  33. return;
  34. }
  35. if ( navigator.getVRDevices ) {
  36. navigator.getVRDevices().then( gotVRDevices );
  37. } else {
  38. navigator.mozGetVRDevices( gotVRDevices );
  39. }
  40. function gotVRDevices( devices ) {
  41. var vrHMD;
  42. for ( var i = 0; i < devices.length; i ++ ) {
  43. if ( devices[i] instanceof HMDVRDevice ) {
  44. vrHMD = devices[i];
  45. self._vrHMD = vrHMD;
  46. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  47. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  48. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  49. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  50. break; // We keep the first we encounter
  51. }
  52. }
  53. if ( done ) {
  54. if ( !vrHMD ) {
  55. done( 'HMD not available' );
  56. }
  57. }
  58. }
  59. };
  60. this._init();
  61. this.render = function ( scene, camera ) {
  62. var renderer = this._renderer;
  63. var vrHMD = this._vrHMD;
  64. // VR render mode if HMD is available
  65. if ( vrHMD ) {
  66. this.renderStereo.apply( this, arguments );
  67. return;
  68. }
  69. // Regular render mode if not HMD
  70. if ( scene instanceof Array ) scene = scene[ 0 ];
  71. renderer.render.apply( this._renderer, arguments );
  72. };
  73. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  74. var sceneLeft, sceneRight;
  75. if ( scene instanceof Array ) {
  76. sceneLeft = scene[ 0 ];
  77. sceneRight = scene[ 1 ];
  78. } else {
  79. sceneLeft = scene;
  80. sceneRight = scene;
  81. }
  82. var leftEyeTranslation = this.leftEyeTranslation;
  83. var rightEyeTranslation = this.rightEyeTranslation;
  84. var renderer = this._renderer;
  85. var rendererSize = renderer.getSize();
  86. rendererSize.width /= 2;
  87. renderer.enableScissorTest( true );
  88. renderer.clear();
  89. if ( camera.parent === undefined ) {
  90. camera.updateMatrixWorld();
  91. }
  92. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
  93. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
  94. camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
  95. camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
  96. cameraLeft.translateX( leftEyeTranslation.x );
  97. cameraRight.translateX( rightEyeTranslation.x );
  98. // render left eye
  99. renderer.setViewport( 0, 0, rendererSize.width, rendererSize.height );
  100. renderer.setScissor( 0, 0, rendererSize.width, rendererSize.height );
  101. renderer.render( sceneLeft, cameraLeft );
  102. // render right eye
  103. renderer.setViewport( rendererSize.width, 0, rendererSize.width, rendererSize.height );
  104. renderer.setScissor( rendererSize.width, 0, rendererSize.width, rendererSize.height );
  105. renderer.render( sceneRight, cameraRight );
  106. renderer.enableScissorTest( false );
  107. };
  108. this.setSize = function( width, height ) {
  109. renderer.setSize( width, height );
  110. };
  111. this.setFullScreen = function( enable ) {
  112. var renderer = this._renderer;
  113. var vrHMD = this._vrHMD;
  114. var canvasOriginalSize = this._canvasOriginalSize;
  115. if (!vrHMD) {
  116. return;
  117. }
  118. // If state doesn't change we do nothing
  119. if ( enable === this._fullScreen ) {
  120. return;
  121. }
  122. this._fullScreen = !!enable;
  123. // VR Mode disabled
  124. if ( !enable ) {
  125. // Restores canvas original size
  126. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  127. return;
  128. }
  129. // VR Mode enabled
  130. this._canvasOriginalSize = renderer.getSize();
  131. this.startFullscreen();
  132. };
  133. this.startFullscreen = function() {
  134. var self = this;
  135. var renderer = this._renderer;
  136. var vrHMD = this._vrHMD;
  137. var canvas = renderer.domElement;
  138. var fullScreenChange =
  139. canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  140. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  141. function onFullScreenChanged() {
  142. if ( !document.mozFullScreenElement && !document.webkitFullscreenElement ) {
  143. self.setFullScreen( false );
  144. }
  145. }
  146. if ( canvas.mozRequestFullScreen ) {
  147. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  148. } else if ( canvas.webkitRequestFullscreen ) {
  149. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  150. }
  151. };
  152. this.FovToNDCScaleOffset = function( fov ) {
  153. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  154. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  155. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  156. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  157. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  158. };
  159. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  160. {
  161. rightHanded = rightHanded === undefined ? true : rightHanded;
  162. zNear = zNear === undefined ? 0.01 : zNear;
  163. zFar = zFar === undefined ? 10000.0 : zFar;
  164. var handednessScale = rightHanded ? -1.0 : 1.0;
  165. // start with an identity matrix
  166. var mobj = new THREE.Matrix4();
  167. var m = mobj.elements;
  168. // and with scale/offset info for normalized device coords
  169. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  170. // X result, map clip edges to [-w,+w]
  171. m[0 * 4 + 0] = scaleAndOffset.scale[0];
  172. m[0 * 4 + 1] = 0.0;
  173. m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
  174. m[0 * 4 + 3] = 0.0;
  175. // Y result, map clip edges to [-w,+w]
  176. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  177. // but the NDC scaling has Y=down (thanks D3D?)
  178. m[1 * 4 + 0] = 0.0;
  179. m[1 * 4 + 1] = scaleAndOffset.scale[1];
  180. m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
  181. m[1 * 4 + 3] = 0.0;
  182. // Z result (up to the app)
  183. m[2 * 4 + 0] = 0.0;
  184. m[2 * 4 + 1] = 0.0;
  185. m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
  186. m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
  187. // W result (= Z in)
  188. m[3 * 4 + 0] = 0.0;
  189. m[3 * 4 + 1] = 0.0;
  190. m[3 * 4 + 2] = handednessScale;
  191. m[3 * 4 + 3] = 0.0;
  192. mobj.transpose();
  193. return mobj;
  194. };
  195. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  196. {
  197. var fovPort = {
  198. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  199. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  200. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  201. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  202. };
  203. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  204. };
  205. };