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 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.setVRDisplay = function ( value ) {
  42. vrDisplay = value;
  43. };
  44. this.getVRDisplays = function () {
  45. console.warn( 'THREE.VREffect: getVRDisplays() is being deprecated.' );
  46. return vrDisplays;
  47. };
  48. this.setSize = function ( width, height, updateStyle ) {
  49. rendererSize = { width: width, height: height };
  50. rendererUpdateStyle = updateStyle;
  51. if ( scope.isPresenting ) {
  52. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  53. renderer.setPixelRatio( 1 );
  54. renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
  55. } else {
  56. renderer.setPixelRatio( rendererPixelRatio );
  57. renderer.setSize( width, height, updateStyle );
  58. }
  59. };
  60. // fullscreen
  61. var canvas = renderer.domElement;
  62. var requestFullscreen;
  63. var exitFullscreen;
  64. var fullscreenElement;
  65. var defaultLeftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
  66. var defaultRightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
  67. function onVRDisplayPresentChange() {
  68. var wasPresenting = scope.isPresenting;
  69. scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
  70. if ( scope.isPresenting ) {
  71. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  72. var eyeWidth = eyeParamsL.renderWidth;
  73. var eyeHeight = eyeParamsL.renderHeight;
  74. if ( !wasPresenting ) {
  75. rendererPixelRatio = renderer.getPixelRatio();
  76. rendererSize = renderer.getSize();
  77. renderer.setPixelRatio( 1 );
  78. renderer.setSize( eyeWidth * 2, eyeHeight, false );
  79. }
  80. } else if ( wasPresenting ) {
  81. renderer.setPixelRatio( rendererPixelRatio );
  82. renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
  83. }
  84. }
  85. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  86. this.setFullScreen = function ( boolean ) {
  87. return new Promise( function ( resolve, reject ) {
  88. if ( vrDisplay === undefined ) {
  89. reject( new Error( 'No VR hardware found.' ) );
  90. return;
  91. }
  92. if ( scope.isPresenting === boolean ) {
  93. resolve();
  94. return;
  95. }
  96. if ( boolean ) {
  97. resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
  98. } else {
  99. resolve( vrDisplay.exitPresent() );
  100. }
  101. } );
  102. };
  103. this.requestPresent = function () {
  104. return this.setFullScreen( true );
  105. };
  106. this.exitPresent = function () {
  107. return this.setFullScreen( false );
  108. };
  109. this.requestAnimationFrame = function ( f ) {
  110. if ( vrDisplay !== undefined ) {
  111. return vrDisplay.requestAnimationFrame( f );
  112. } else {
  113. return window.requestAnimationFrame( f );
  114. }
  115. };
  116. this.cancelAnimationFrame = function ( h ) {
  117. if ( vrDisplay !== undefined ) {
  118. vrDisplay.cancelAnimationFrame( h );
  119. } else {
  120. window.cancelAnimationFrame( h );
  121. }
  122. };
  123. this.submitFrame = function () {
  124. if ( vrDisplay !== undefined && scope.isPresenting ) {
  125. vrDisplay.submitFrame();
  126. }
  127. };
  128. this.autoSubmitFrame = true;
  129. // render
  130. var cameraL = new THREE.PerspectiveCamera();
  131. cameraL.layers.enable( 1 );
  132. var cameraR = new THREE.PerspectiveCamera();
  133. cameraR.layers.enable( 2 );
  134. this.render = function ( scene, camera, renderTarget, forceClear ) {
  135. if ( vrDisplay && scope.isPresenting ) {
  136. var autoUpdate = scene.autoUpdate;
  137. if ( autoUpdate ) {
  138. scene.updateMatrixWorld();
  139. scene.autoUpdate = false;
  140. }
  141. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  142. var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
  143. eyeTranslationL.fromArray( eyeParamsL.offset );
  144. eyeTranslationR.fromArray( eyeParamsR.offset );
  145. if ( Array.isArray( scene ) ) {
  146. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  147. scene = scene[ 0 ];
  148. }
  149. // When rendering we don't care what the recommended size is, only what the actual size
  150. // of the backbuffer is.
  151. var size = renderer.getSize();
  152. var layers = vrDisplay.getLayers();
  153. var leftBounds;
  154. var rightBounds;
  155. if ( layers.length ) {
  156. var layer = layers[ 0 ];
  157. leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds;
  158. rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds;
  159. } else {
  160. leftBounds = defaultLeftBounds;
  161. rightBounds = defaultRightBounds;
  162. }
  163. renderRectL = {
  164. x: Math.round( size.width * leftBounds[ 0 ] ),
  165. y: Math.round( size.height * leftBounds[ 1 ] ),
  166. width: Math.round( size.width * leftBounds[ 2 ] ),
  167. height: Math.round(size.height * leftBounds[ 3 ] )
  168. };
  169. renderRectR = {
  170. x: Math.round( size.width * rightBounds[ 0 ] ),
  171. y: Math.round( size.height * rightBounds[ 1 ] ),
  172. width: Math.round( size.width * rightBounds[ 2 ] ),
  173. height: Math.round(size.height * rightBounds[ 3 ] )
  174. };
  175. if ( renderTarget ) {
  176. renderer.setRenderTarget( renderTarget );
  177. renderTarget.scissorTest = true;
  178. } else {
  179. renderer.setRenderTarget( null );
  180. renderer.setScissorTest( true );
  181. }
  182. if ( renderer.autoClear || forceClear ) renderer.clear();
  183. if ( camera.parent === null ) camera.updateMatrixWorld();
  184. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  185. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  186. var scale = this.scale;
  187. cameraL.translateOnAxis( eyeTranslationL, scale );
  188. cameraR.translateOnAxis( eyeTranslationR, scale );
  189. if ( vrDisplay.getFrameData ) {
  190. vrDisplay.depthNear = camera.near;
  191. vrDisplay.depthFar = camera.far;
  192. vrDisplay.getFrameData( frameData );
  193. cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
  194. cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
  195. } else {
  196. cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
  197. cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
  198. }
  199. // render left eye
  200. if ( renderTarget ) {
  201. renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  202. renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  203. } else {
  204. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  205. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  206. }
  207. renderer.render( scene, cameraL, renderTarget, forceClear );
  208. // render right eye
  209. if ( renderTarget ) {
  210. renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  211. renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  212. } else {
  213. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  214. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  215. }
  216. renderer.render( scene, cameraR, renderTarget, forceClear );
  217. if ( renderTarget ) {
  218. renderTarget.viewport.set( 0, 0, size.width, size.height );
  219. renderTarget.scissor.set( 0, 0, size.width, size.height );
  220. renderTarget.scissorTest = false;
  221. renderer.setRenderTarget( null );
  222. } else {
  223. renderer.setViewport( 0, 0, size.width, size.height );
  224. renderer.setScissorTest( false );
  225. }
  226. if ( autoUpdate ) {
  227. scene.autoUpdate = true;
  228. }
  229. if ( scope.autoSubmitFrame ) {
  230. scope.submitFrame();
  231. }
  232. return;
  233. }
  234. // Regular render mode if not HMD
  235. renderer.render( scene, camera, renderTarget, forceClear );
  236. };
  237. //
  238. function fovToNDCScaleOffset( fov ) {
  239. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  240. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  241. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  242. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  243. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  244. }
  245. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  246. rightHanded = rightHanded === undefined ? true : rightHanded;
  247. zNear = zNear === undefined ? 0.01 : zNear;
  248. zFar = zFar === undefined ? 10000.0 : zFar;
  249. var handednessScale = rightHanded ? - 1.0 : 1.0;
  250. // start with an identity matrix
  251. var mobj = new THREE.Matrix4();
  252. var m = mobj.elements;
  253. // and with scale/offset info for normalized device coords
  254. var scaleAndOffset = fovToNDCScaleOffset( fov );
  255. // X result, map clip edges to [-w,+w]
  256. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  257. m[ 0 * 4 + 1 ] = 0.0;
  258. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  259. m[ 0 * 4 + 3 ] = 0.0;
  260. // Y result, map clip edges to [-w,+w]
  261. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  262. // but the NDC scaling has Y=down (thanks D3D?)
  263. m[ 1 * 4 + 0 ] = 0.0;
  264. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  265. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  266. m[ 1 * 4 + 3 ] = 0.0;
  267. // Z result (up to the app)
  268. m[ 2 * 4 + 0 ] = 0.0;
  269. m[ 2 * 4 + 1 ] = 0.0;
  270. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  271. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  272. // W result (= Z in)
  273. m[ 3 * 4 + 0 ] = 0.0;
  274. m[ 3 * 4 + 1 ] = 0.0;
  275. m[ 3 * 4 + 2 ] = handednessScale;
  276. m[ 3 * 4 + 3 ] = 0.0;
  277. mobj.transpose();
  278. return mobj;
  279. }
  280. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  281. var DEG2RAD = Math.PI / 180.0;
  282. var fovPort = {
  283. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  284. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  285. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  286. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  287. };
  288. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  289. }
  290. };