VREffect.js 11 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 headMatrix = new THREE.Matrix4();
  17. var headToEyeMatrixL = new THREE.Matrix4();
  18. var headToEyeMatrixR = new THREE.Matrix4();
  19. var frameData = null;
  20. if ( 'VRFrameData' in window ) {
  21. frameData = new VRFrameData();
  22. }
  23. function gotVRDisplays( displays ) {
  24. vrDisplays = displays;
  25. if ( displays.length > 0 ) {
  26. vrDisplay = displays[ 0 ];
  27. } else {
  28. if ( onError ) onError( 'HMD not available' );
  29. }
  30. }
  31. if ( navigator.getVRDisplays ) {
  32. navigator.getVRDisplays().then( gotVRDisplays );
  33. }
  34. //
  35. this.isPresenting = false;
  36. this.scale = 1;
  37. var scope = this;
  38. var rendererSize = renderer.getSize();
  39. var rendererPixelRatio = renderer.getPixelRatio();
  40. this.getVRDisplay = function () {
  41. return vrDisplay;
  42. };
  43. this.getVRDisplays = function () {
  44. return vrDisplays;
  45. };
  46. this.setSize = function ( width, height ) {
  47. rendererSize = { width: width, height: height };
  48. if ( scope.isPresenting ) {
  49. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  50. renderer.setPixelRatio( 1 );
  51. renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
  52. } else {
  53. renderer.setPixelRatio( rendererPixelRatio );
  54. renderer.setSize( width, height );
  55. }
  56. };
  57. // fullscreen
  58. var canvas = renderer.domElement;
  59. var requestFullscreen;
  60. var exitFullscreen;
  61. var fullscreenElement;
  62. var leftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
  63. var rightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
  64. function onFullscreenChange() {
  65. var wasPresenting = scope.isPresenting;
  66. scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
  67. if ( scope.isPresenting ) {
  68. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  69. var eyeWidth = eyeParamsL.renderWidth;
  70. var eyeHeight = eyeParamsL.renderHeight;
  71. var layers = vrDisplay.getLayers();
  72. if ( layers.length ) {
  73. leftBounds = layers[0].leftBounds || [ 0.0, 0.0, 0.5, 1.0 ];
  74. rightBounds = layers[0].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 );
  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.setScissorTest( true );
  171. }
  172. if ( renderer.autoClear || forceClear ) renderer.clear();
  173. if ( camera.parent === null ) camera.updateMatrixWorld();
  174. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  175. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  176. if ( vrDisplay.getFrameData ) {
  177. vrDisplay.depthNear = camera.near;
  178. vrDisplay.depthFar = camera.far;
  179. vrDisplay.getFrameData( frameData );
  180. cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
  181. cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
  182. getHeadToEyeMatrices( frameData );
  183. cameraL.updateMatrix();
  184. cameraL.applyMatrix( headToEyeMatrixL );
  185. cameraR.updateMatrix();
  186. cameraR.applyMatrix( headToEyeMatrixR );
  187. } else {
  188. cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
  189. cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
  190. var scale = this.scale;
  191. cameraL.translateOnAxis( eyeTranslationL, scale );
  192. cameraR.translateOnAxis( eyeTranslationR, scale );
  193. }
  194. // render left eye
  195. if ( renderTarget ) {
  196. renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  197. renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  198. } else {
  199. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  200. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  201. }
  202. renderer.render( scene, cameraL, renderTarget, forceClear );
  203. // render right eye
  204. if ( renderTarget ) {
  205. renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  206. renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  207. } else {
  208. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  209. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  210. }
  211. renderer.render( scene, cameraR, renderTarget, forceClear );
  212. if ( renderTarget ) {
  213. renderTarget.viewport.set( 0, 0, size.width, size.height );
  214. renderTarget.scissor.set( 0, 0, size.width, size.height );
  215. renderTarget.scissorTest = false;
  216. renderer.setRenderTarget( null );
  217. } else {
  218. renderer.setScissorTest( false );
  219. }
  220. if ( autoUpdate ) {
  221. scene.autoUpdate = true;
  222. }
  223. if ( scope.autoSubmitFrame ) {
  224. scope.submitFrame();
  225. }
  226. return;
  227. }
  228. // Regular render mode if not HMD
  229. renderer.render( scene, camera, renderTarget, forceClear );
  230. };
  231. //
  232. var poseOrientation = new THREE.Quaternion();
  233. var posePosition = new THREE.Vector3();
  234. function getHeadToEyeMatrices( frameData ) {
  235. // Compute the matrix for the position of the head based on the pose
  236. if ( frameData.pose.orientation ) {
  237. poseOrientation.fromArray( frameData.pose.orientation );
  238. headMatrix.makeRotationFromQuaternion( poseOrientation );
  239. } else {
  240. headMatrix.identity();
  241. }
  242. if ( frameData.pose.position ) {
  243. posePosition.fromArray( frameData.pose.position );
  244. headMatrix.setPosition( posePosition );
  245. }
  246. // Take the view matricies and multiply them by the head matrix, which
  247. // leaves only the head-to-eye transform.
  248. headToEyeMatrixL.fromArray( frameData.leftViewMatrix );
  249. headToEyeMatrixL.premultiply( headMatrix );
  250. headToEyeMatrixL.getInverse( headToEyeMatrixL );
  251. headToEyeMatrixR.fromArray( frameData.rightViewMatrix );
  252. headToEyeMatrixR.premultiply( headMatrix );
  253. headToEyeMatrixR.getInverse( headToEyeMatrixR );
  254. }
  255. function fovToNDCScaleOffset( fov ) {
  256. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  257. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  258. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  259. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  260. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  261. }
  262. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  263. rightHanded = rightHanded === undefined ? true : rightHanded;
  264. zNear = zNear === undefined ? 0.01 : zNear;
  265. zFar = zFar === undefined ? 10000.0 : zFar;
  266. var handednessScale = rightHanded ? - 1.0 : 1.0;
  267. // start with an identity matrix
  268. var mobj = new THREE.Matrix4();
  269. var m = mobj.elements;
  270. // and with scale/offset info for normalized device coords
  271. var scaleAndOffset = fovToNDCScaleOffset( fov );
  272. // X result, map clip edges to [-w,+w]
  273. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  274. m[ 0 * 4 + 1 ] = 0.0;
  275. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  276. m[ 0 * 4 + 3 ] = 0.0;
  277. // Y result, map clip edges to [-w,+w]
  278. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  279. // but the NDC scaling has Y=down (thanks D3D?)
  280. m[ 1 * 4 + 0 ] = 0.0;
  281. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  282. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  283. m[ 1 * 4 + 3 ] = 0.0;
  284. // Z result (up to the app)
  285. m[ 2 * 4 + 0 ] = 0.0;
  286. m[ 2 * 4 + 1 ] = 0.0;
  287. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  288. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  289. // W result (= Z in)
  290. m[ 3 * 4 + 0 ] = 0.0;
  291. m[ 3 * 4 + 1 ] = 0.0;
  292. m[ 3 * 4 + 2 ] = handednessScale;
  293. m[ 3 * 4 + 3 ] = 0.0;
  294. mobj.transpose();
  295. return mobj;
  296. }
  297. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  298. var DEG2RAD = Math.PI / 180.0;
  299. var fovPort = {
  300. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  301. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  302. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  303. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  304. };
  305. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  306. }
  307. };