VREffect.js 7.1 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. * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
  17. * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
  18. *
  19. * Chrome builds:
  20. *
  21. * https://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  22. *
  23. */
  24. THREE.VREffect = function ( renderer, done ) {
  25. var cameraLeft = new THREE.PerspectiveCamera();
  26. var cameraRight = new THREE.PerspectiveCamera();
  27. this._renderer = renderer;
  28. this._init = function() {
  29. var self = this;
  30. if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
  31. if ( done ) {
  32. done("Your browser is not VR Ready");
  33. }
  34. return;
  35. }
  36. if ( navigator.getVRDevices ) {
  37. navigator.getVRDevices().then( gotVRDevices );
  38. } else {
  39. navigator.mozGetVRDevices( gotVRDevices );
  40. }
  41. function gotVRDevices( devices ) {
  42. var vrHMD;
  43. var error;
  44. for ( var i = 0; i < devices.length; ++i ) {
  45. if ( devices[i] instanceof HMDVRDevice ) {
  46. vrHMD = devices[i];
  47. self._vrHMD = vrHMD;
  48. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  49. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  50. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  51. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  52. break; // We keep the first we encounter
  53. }
  54. }
  55. if ( done ) {
  56. if ( !vrHMD ) {
  57. error = 'HMD not available';
  58. }
  59. done( error );
  60. }
  61. }
  62. };
  63. this._init();
  64. this.render = function ( scene, camera ) {
  65. var renderer = this._renderer;
  66. var vrHMD = this._vrHMD;
  67. renderer.enableScissorTest( false );
  68. // VR render mode if HMD is available
  69. if ( vrHMD ) {
  70. this.renderStereo.apply( this, arguments );
  71. return;
  72. }
  73. // Regular render mode if not HMD
  74. renderer.render.apply( this._renderer, arguments );
  75. };
  76. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  77. var leftEyeTranslation = this.leftEyeTranslation;
  78. var rightEyeTranslation = this.rightEyeTranslation;
  79. var renderer = this._renderer;
  80. var rendererWidth = renderer.domElement.width / renderer.devicePixelRatio;
  81. var rendererHeight = renderer.domElement.height / renderer.devicePixelRatio;
  82. var eyeDivisionLine = rendererWidth / 2;
  83. renderer.enableScissorTest( true );
  84. renderer.clear();
  85. // Grab camera matrix from user.
  86. // This is interpreted as the head base.
  87. if ( camera.matrixAutoUpdate ) {
  88. camera.updateMatrix();
  89. }
  90. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
  91. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
  92. cameraLeft.position.x = camera.position.x + leftEyeTranslation.x;
  93. cameraLeft.quaternion.copy( camera.quaternion );
  94. cameraRight.position.x = camera.position.x + rightEyeTranslation.x;
  95. cameraRight.quaternion.copy( camera.quaternion );
  96. // render left eye
  97. renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
  98. renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
  99. renderer.render( scene, cameraLeft );
  100. // render right eye
  101. renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  102. renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  103. renderer.render( scene, cameraRight );
  104. };
  105. this.setFullScreen = function( enable ) {
  106. var renderer = this._renderer;
  107. var vrHMD = this._vrHMD;
  108. var canvasOriginalSize = this._canvasOriginalSize;
  109. if (!vrHMD) {
  110. return;
  111. }
  112. // If state doesn't change we do nothing
  113. if ( enable === this._fullScreen ) {
  114. return;
  115. }
  116. this._fullScreen = !!enable;
  117. // VR Mode disabled
  118. if ( !enable ) {
  119. // Restores canvas original size
  120. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  121. return;
  122. }
  123. // VR Mode enabled
  124. this._canvasOriginalSize = {
  125. width: renderer.domElement.width,
  126. height: renderer.domElement.height
  127. };
  128. // Hardcoded Rift display size
  129. renderer.setSize( 1280, 800, false );
  130. this.startFullscreen();
  131. };
  132. this.startFullscreen = function() {
  133. var self = this;
  134. var renderer = this._renderer;
  135. var vrHMD = this._vrHMD;
  136. var canvas = renderer.domElement;
  137. var fullScreenChange =
  138. canvas.mozRequestFullScreen? 'mozfullscreenchange' : 'webkitfullscreenchange';
  139. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  140. function onFullScreenChanged() {
  141. if ( !document.mozFullScreenElement && !document.webkitFullScreenElement ) {
  142. self.setFullScreen( false );
  143. }
  144. }
  145. if ( canvas.mozRequestFullScreen ) {
  146. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  147. } else {
  148. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  149. }
  150. };
  151. this.FovToNDCScaleOffset = function( fov ) {
  152. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  153. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  154. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  155. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  156. return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
  157. };
  158. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  159. {
  160. rightHanded = rightHanded === undefined ? true : rightHanded;
  161. zNear = zNear === undefined ? 0.01 : zNear;
  162. zFar = zFar === undefined ? 10000.0 : zFar;
  163. var handednessScale = rightHanded ? -1.0 : 1.0;
  164. // start with an identity matrix
  165. var mobj = new THREE.Matrix4();
  166. var m = mobj.elements;
  167. // and with scale/offset info for normalized device coords
  168. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  169. // X result, map clip edges to [-w,+w]
  170. m[0*4+0] = scaleAndOffset.scale[0];
  171. m[0*4+1] = 0.0;
  172. m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
  173. m[0*4+3] = 0.0;
  174. // Y result, map clip edges to [-w,+w]
  175. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  176. // but the NDC scaling has Y=down (thanks D3D?)
  177. m[1*4+0] = 0.0;
  178. m[1*4+1] = scaleAndOffset.scale[1];
  179. m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
  180. m[1*4+3] = 0.0;
  181. // Z result (up to the app)
  182. m[2*4+0] = 0.0;
  183. m[2*4+1] = 0.0;
  184. m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
  185. m[2*4+3] = (zFar * zNear) / (zNear - zFar);
  186. // W result (= Z in)
  187. m[3*4+0] = 0.0;
  188. m[3*4+1] = 0.0;
  189. m[3*4+2] = handednessScale;
  190. m[3*4+3] = 0.0;
  191. mobj.transpose();
  192. return mobj;
  193. };
  194. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  195. {
  196. var fovPort = {
  197. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  198. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  199. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  200. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  201. };
  202. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  203. };
  204. };