VREffect.js 7.7 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://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  9. *
  10. */
  11. THREE.VREffect = function ( renderer, onError ) {
  12. var vrHMD;
  13. var deprecatedAPI = false;
  14. var eyeTranslationL = new THREE.Vector3();
  15. var eyeTranslationR = new THREE.Vector3();
  16. var renderRectL, renderRectR;
  17. var eyeFOVL, eyeFOVR;
  18. function gotVRDevices( devices ) {
  19. for ( var i = 0; i < devices.length; i ++ ) {
  20. if ( 'VRDisplay' in window && devices[ i ] instanceof VRDisplay ) {
  21. vrHMD = devices[ i ];
  22. deprecatedAPI = false;
  23. break; // We keep the first we encounter
  24. } else if ( 'HMDVRDevice' in window && devices[ i ] instanceof HMDVRDevice ) {
  25. vrHMD = devices[ i ];
  26. deprecatedAPI = true;
  27. break; // We keep the first we encounter
  28. }
  29. }
  30. if ( vrHMD === undefined ) {
  31. if ( onError ) onError( 'HMD not available' );
  32. }
  33. }
  34. if ( navigator.getVRDisplays ) {
  35. navigator.getVRDisplays().then( gotVRDevices );
  36. } else if ( navigator.getVRDevices ) {
  37. // Deprecated API.
  38. navigator.getVRDevices().then( gotVRDevices );
  39. }
  40. //
  41. this.scale = 1;
  42. this.setSize = function ( width, height ) {
  43. renderer.setSize( width, height );
  44. };
  45. // fullscreen
  46. var isPresenting = false;
  47. var canvas = renderer.domElement;
  48. var fullscreenchange = canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  49. document.addEventListener( fullscreenchange, function () {
  50. if ( vrHMD && deprecatedAPI ) {
  51. isPresenting = document.mozFullScreenElement || document.webkitFullscreenElement;
  52. }
  53. }, false );
  54. window.addEventListener( 'vrdisplaypresentchange', function () {
  55. isPresenting = vrHMD && vrHMD.isPresenting;
  56. }, false );
  57. this.setFullScreen = function ( boolean ) {
  58. return new Promise(function(resolve, reject) {
  59. if ( vrHMD === undefined ) {
  60. reject( new Error( 'No VR hardware found.' ) );
  61. return;
  62. }
  63. if ( isPresenting === boolean ) {
  64. resolve();
  65. return;
  66. }
  67. if ( !deprecatedAPI ) {
  68. if ( boolean ) {
  69. resolve( vrHMD.requestPresent( { source: canvas } ) );
  70. } else {
  71. resolve( vrHMD.exitPresent() );
  72. }
  73. return;
  74. } else {
  75. if ( canvas.mozRequestFullScreen ) {
  76. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  77. resolve();
  78. } else if ( canvas.webkitRequestFullscreen ) {
  79. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  80. resolve();
  81. } else {
  82. console.error( 'No compatible requestFullscreen method found.' );
  83. reject( new Error( 'No compatible requestFullscreen method found.' ) );
  84. }
  85. }
  86. });
  87. };
  88. this.requestPresent = function () {
  89. return this.setFullScreen( true );
  90. };
  91. this.exitPresent = function () {
  92. return this.setFullScreen( false );
  93. };
  94. // render
  95. var cameraL = new THREE.PerspectiveCamera();
  96. cameraL.layers.enable( 1 );
  97. var cameraR = new THREE.PerspectiveCamera();
  98. cameraR.layers.enable( 2 );
  99. this.render = function ( scene, camera ) {
  100. if ( vrHMD && isPresenting ) {
  101. var autoUpdate = scene.autoUpdate;
  102. if ( autoUpdate ) {
  103. scene.updateMatrixWorld();
  104. scene.autoUpdate = false;
  105. }
  106. var eyeParamsL = vrHMD.getEyeParameters( 'left' );
  107. var eyeParamsR = vrHMD.getEyeParameters( 'right' );
  108. if ( !deprecatedAPI ) {
  109. eyeTranslationL.fromArray( eyeParamsL.offset );
  110. eyeTranslationR.fromArray( eyeParamsR.offset );
  111. eyeFOVL = eyeParamsL.fieldOfView;
  112. eyeFOVR = eyeParamsR.fieldOfView;
  113. } else {
  114. eyeTranslationL.copy( eyeParamsL.eyeTranslation );
  115. eyeTranslationR.copy( eyeParamsR.eyeTranslation );
  116. eyeFOVL = eyeParamsL.recommendedFieldOfView;
  117. eyeFOVR = eyeParamsR.recommendedFieldOfView;
  118. }
  119. if ( Array.isArray( scene ) ) {
  120. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  121. scene = scene[ 0 ];
  122. }
  123. // When rendering we don't care what the recommended size is, only what the actual size
  124. // of the backbuffer is.
  125. var size = renderer.getSize();
  126. renderRectL = { x: 0, y: 0, width: size.width / 2, height: size.height };
  127. renderRectR = { x: size.width / 2, y: 0, width: size.width / 2, height: size.height };
  128. renderer.setScissorTest( true );
  129. renderer.clear();
  130. if ( camera.parent === null ) camera.updateMatrixWorld();
  131. cameraL.projectionMatrix = fovToProjection( eyeFOVL, true, camera.near, camera.far );
  132. cameraR.projectionMatrix = fovToProjection( eyeFOVR, true, camera.near, camera.far );
  133. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  134. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  135. cameraL.translateX( eyeTranslationL.x * this.scale );
  136. cameraR.translateX( eyeTranslationR.x * this.scale );
  137. // render left eye
  138. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  139. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  140. renderer.render( scene, cameraL );
  141. // render right eye
  142. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  143. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  144. renderer.render( scene, cameraR );
  145. renderer.setScissorTest( false );
  146. if ( autoUpdate ) {
  147. scene.autoUpdate = true;
  148. }
  149. if ( !deprecatedAPI ) {
  150. vrHMD.submitFrame();
  151. }
  152. return;
  153. }
  154. // Regular render mode if not HMD
  155. renderer.render( scene, camera );
  156. };
  157. //
  158. function fovToNDCScaleOffset( fov ) {
  159. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  160. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  161. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  162. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  163. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  164. }
  165. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  166. rightHanded = rightHanded === undefined ? true : rightHanded;
  167. zNear = zNear === undefined ? 0.01 : zNear;
  168. zFar = zFar === undefined ? 10000.0 : zFar;
  169. var handednessScale = rightHanded ? - 1.0 : 1.0;
  170. // start with an identity matrix
  171. var mobj = new THREE.Matrix4();
  172. var m = mobj.elements;
  173. // and with scale/offset info for normalized device coords
  174. var scaleAndOffset = fovToNDCScaleOffset( fov );
  175. // X result, map clip edges to [-w,+w]
  176. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  177. m[ 0 * 4 + 1 ] = 0.0;
  178. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  179. m[ 0 * 4 + 3 ] = 0.0;
  180. // Y result, map clip edges to [-w,+w]
  181. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  182. // but the NDC scaling has Y=down (thanks D3D?)
  183. m[ 1 * 4 + 0 ] = 0.0;
  184. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  185. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  186. m[ 1 * 4 + 3 ] = 0.0;
  187. // Z result (up to the app)
  188. m[ 2 * 4 + 0 ] = 0.0;
  189. m[ 2 * 4 + 1 ] = 0.0;
  190. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  191. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  192. // W result (= Z in)
  193. m[ 3 * 4 + 0 ] = 0.0;
  194. m[ 3 * 4 + 1 ] = 0.0;
  195. m[ 3 * 4 + 2 ] = handednessScale;
  196. m[ 3 * 4 + 3 ] = 0.0;
  197. mobj.transpose();
  198. return mobj;
  199. }
  200. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  201. var DEG2RAD = Math.PI / 180.0;
  202. var fovPort = {
  203. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  204. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  205. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  206. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  207. };
  208. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  209. }
  210. };