VREffect.js 6.4 KB

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  1. /**
  2. * @author dmarcos / https://github.com/dmarcos
  3. * @author mrdoob / http://mrdoob.com
  4. *
  5. * It handles stereo rendering
  6. * If mozGetVRDevices and getVRDevices APIs are not available it gracefuly falls back to a
  7. * regular renderer
  8. *
  9. * The HMD supported is the Oculus DK1 and The Web API doesn't currently allow
  10. * to query for the display resolution (only the chrome API allows it).
  11. * The dimensions of the screen are temporarly hardcoded (1280 x 800).
  12. *
  13. * For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome:
  14. *
  15. * Firefox:
  16. *
  17. * http://mozvr.com/downloads.html
  18. *
  19. * Chrome builds:
  20. *
  21. * https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  22. *
  23. */
  24. THREE.VREffect = function ( renderer, onError ) {
  25. var vrHMD;
  26. var leftEyeTranslation, leftEyeFOV;
  27. var rightEyeTranslation, rightEyeFOV;
  28. function gotVRDevices( devices ) {
  29. for ( var i = 0; i < devices.length; i ++ ) {
  30. if ( devices[ i ] instanceof HMDVRDevice ) {
  31. vrHMD = devices[ i ];
  32. if ( vrHMD.getEyeParameters !== undefined ) {
  33. var leftEyeParams = vrHMD.getEyeParameters( 'left' );
  34. var rightEyeParams = vrHMD.getEyeParameters( 'right' );
  35. leftEyeTranslation = leftEyeParams.eyeTranslation;
  36. rightEyeTranslation = rightEyeParams.eyeTranslation;
  37. leftEyeFOV = leftEyeParams.recommendedFieldOfView;
  38. rightEyeFOV = rightEyeParams.recommendedFieldOfView;
  39. } else {
  40. // TODO: This is an older code path and not spec compliant.
  41. // It should be removed at some point in the near future.
  42. leftEyeTranslation = vrHMD.getEyeTranslation( 'left' );
  43. rightEyeTranslation = vrHMD.getEyeTranslation( 'right' );
  44. leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( 'left' );
  45. rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( 'right' );
  46. }
  47. break; // We keep the first we encounter
  48. }
  49. }
  50. if ( vrHMD === undefined ) {
  51. if ( onError ) onError( 'HMD not available' );
  52. }
  53. }
  54. if ( navigator.getVRDevices ) {
  55. navigator.getVRDevices().then( gotVRDevices );
  56. }
  57. //
  58. this.scale = 1;
  59. this.setSize = function( width, height ) {
  60. renderer.setSize( width, height );
  61. };
  62. // fullscreen
  63. var isFullscreen = false;
  64. var canvas = renderer.domElement;
  65. var fullscreenchange = canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  66. document.addEventListener( fullscreenchange, function ( event ) {
  67. isFullscreen = document.mozFullScreenElement || document.webkitFullscreenElement;
  68. }, false );
  69. this.setFullScreen = function ( boolean ) {
  70. if ( vrHMD === undefined ) return;
  71. if ( isFullscreen === boolean ) return;
  72. if ( canvas.mozRequestFullScreen ) {
  73. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  74. } else if ( canvas.webkitRequestFullscreen ) {
  75. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  76. }
  77. };
  78. // render
  79. var cameraL = new THREE.PerspectiveCamera();
  80. var cameraR = new THREE.PerspectiveCamera();
  81. this.render = function ( scene, camera ) {
  82. if ( vrHMD ) {
  83. var sceneL, sceneR;
  84. if ( scene instanceof Array ) {
  85. sceneL = scene[ 0 ];
  86. sceneR = scene[ 1 ];
  87. } else {
  88. sceneL = scene;
  89. sceneR = scene;
  90. }
  91. var size = renderer.getSize();
  92. size.width /= 2;
  93. renderer.enableScissorTest( true );
  94. renderer.clear();
  95. if ( camera.parent === undefined ) {
  96. camera.updateMatrixWorld();
  97. }
  98. cameraL.projectionMatrix = fovToProjection( leftEyeFOV, true, camera.near, camera.far );
  99. cameraR.projectionMatrix = fovToProjection( rightEyeFOV, true, camera.near, camera.far );
  100. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  101. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  102. cameraL.translateX( leftEyeTranslation.x * this.scale );
  103. cameraR.translateX( rightEyeTranslation.x * this.scale );
  104. // render left eye
  105. renderer.setViewport( 0, 0, size.width, size.height );
  106. renderer.setScissor( 0, 0, size.width, size.height );
  107. renderer.render( sceneL, cameraL );
  108. // render right eye
  109. renderer.setViewport( size.width, 0, size.width, size.height );
  110. renderer.setScissor( size.width, 0, size.width, size.height );
  111. renderer.render( sceneR, cameraR );
  112. renderer.enableScissorTest( false );
  113. return;
  114. }
  115. // Regular render mode if not HMD
  116. if ( scene instanceof Array ) scene = scene[ 0 ];
  117. renderer.render( scene, camera );
  118. };
  119. //
  120. function fovToNDCScaleOffset( fov ) {
  121. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  122. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  123. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  124. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  125. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  126. }
  127. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  128. rightHanded = rightHanded === undefined ? true : rightHanded;
  129. zNear = zNear === undefined ? 0.01 : zNear;
  130. zFar = zFar === undefined ? 10000.0 : zFar;
  131. var handednessScale = rightHanded ? -1.0 : 1.0;
  132. // start with an identity matrix
  133. var mobj = new THREE.Matrix4();
  134. var m = mobj.elements;
  135. // and with scale/offset info for normalized device coords
  136. var scaleAndOffset = fovToNDCScaleOffset(fov);
  137. // X result, map clip edges to [-w,+w]
  138. m[0 * 4 + 0] = scaleAndOffset.scale[0];
  139. m[0 * 4 + 1] = 0.0;
  140. m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
  141. m[0 * 4 + 3] = 0.0;
  142. // Y result, map clip edges to [-w,+w]
  143. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  144. // but the NDC scaling has Y=down (thanks D3D?)
  145. m[1 * 4 + 0] = 0.0;
  146. m[1 * 4 + 1] = scaleAndOffset.scale[1];
  147. m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
  148. m[1 * 4 + 3] = 0.0;
  149. // Z result (up to the app)
  150. m[2 * 4 + 0] = 0.0;
  151. m[2 * 4 + 1] = 0.0;
  152. m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
  153. m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
  154. // W result (= Z in)
  155. m[3 * 4 + 0] = 0.0;
  156. m[3 * 4 + 1] = 0.0;
  157. m[3 * 4 + 2] = handednessScale;
  158. m[3 * 4 + 3] = 0.0;
  159. mobj.transpose();
  160. return mobj;
  161. }
  162. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  163. var DEG2RAD = Math.PI / 180.0;
  164. var fovPort = {
  165. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  166. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  167. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  168. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  169. };
  170. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  171. }
  172. };