VREffect.js 7.4 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. * http://mozvr.com/downloads.html
  17. *
  18. * Chrome builds:
  19. *
  20. * https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
  21. *
  22. */
  23. THREE.VREffect = function ( renderer, done ) {
  24. var cameraLeft = new THREE.PerspectiveCamera();
  25. var cameraRight = new THREE.PerspectiveCamera();
  26. this._renderer = renderer;
  27. this._init = function() {
  28. var self = this;
  29. if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
  30. if ( done ) {
  31. done("Your browser is not VR Ready");
  32. }
  33. return;
  34. }
  35. if ( navigator.getVRDevices ) {
  36. navigator.getVRDevices().then( gotVRDevices );
  37. } else {
  38. navigator.mozGetVRDevices( gotVRDevices );
  39. }
  40. function gotVRDevices( devices ) {
  41. var vrHMD;
  42. var error;
  43. for ( var i = 0; i < devices.length; ++ i ) {
  44. if ( devices[i] instanceof HMDVRDevice ) {
  45. vrHMD = devices[i];
  46. self._vrHMD = vrHMD;
  47. self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
  48. self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
  49. self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
  50. self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
  51. break; // We keep the first we encounter
  52. }
  53. }
  54. if ( done ) {
  55. if ( !vrHMD ) {
  56. error = 'HMD not available';
  57. }
  58. done( error );
  59. }
  60. }
  61. };
  62. this._init();
  63. this.render = function ( scene, camera ) {
  64. var renderer = this._renderer;
  65. var vrHMD = this._vrHMD;
  66. // VR render mode if HMD is available
  67. if ( vrHMD ) {
  68. this.renderStereo.apply( this, arguments );
  69. return;
  70. }
  71. // Regular render mode if not HMD
  72. if ( scene instanceof Array ) scene = scene[ 0 ];
  73. renderer.render.apply( this._renderer, arguments );
  74. };
  75. this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
  76. var sceneLeft, sceneRight;
  77. if ( scene instanceof Array ) {
  78. sceneLeft = scene[ 0 ];
  79. sceneRight = scene[ 1 ];
  80. } else {
  81. sceneLeft = scene;
  82. sceneRight = scene;
  83. }
  84. var leftEyeTranslation = this.leftEyeTranslation;
  85. var rightEyeTranslation = this.rightEyeTranslation;
  86. var renderer = this._renderer;
  87. var rendererWidth = renderer.context.drawingBufferWidth;
  88. var rendererHeight = renderer.context.drawingBufferHeight;
  89. var eyeDivisionLine = rendererWidth / 2;
  90. renderer.enableScissorTest( true );
  91. renderer.clear();
  92. if ( camera.parent === undefined ) {
  93. camera.updateMatrixWorld();
  94. }
  95. cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
  96. cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
  97. camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
  98. camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
  99. cameraLeft.translateX( leftEyeTranslation.x );
  100. cameraRight.translateX( rightEyeTranslation.x );
  101. // render left eye
  102. renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
  103. renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
  104. renderer.render( sceneLeft, cameraLeft );
  105. // render right eye
  106. renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  107. renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
  108. renderer.render( sceneRight, cameraRight );
  109. renderer.enableScissorTest( false );
  110. };
  111. this.setSize = function( width, height ) {
  112. renderer.setSize( width, height );
  113. };
  114. this.setFullScreen = function( enable ) {
  115. var renderer = this._renderer;
  116. var vrHMD = this._vrHMD;
  117. var canvasOriginalSize = this._canvasOriginalSize;
  118. if (!vrHMD) {
  119. return;
  120. }
  121. // If state doesn't change we do nothing
  122. if ( enable === this._fullScreen ) {
  123. return;
  124. }
  125. this._fullScreen = !!enable;
  126. // VR Mode disabled
  127. if ( !enable ) {
  128. // Restores canvas original size
  129. renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
  130. return;
  131. }
  132. // VR Mode enabled
  133. this._canvasOriginalSize = {
  134. width: renderer.domElement.width,
  135. height: renderer.domElement.height
  136. };
  137. // Hardcoded Rift display size
  138. renderer.setSize( 1280, 800, false );
  139. this.startFullscreen();
  140. };
  141. this.startFullscreen = function() {
  142. var self = this;
  143. var renderer = this._renderer;
  144. var vrHMD = this._vrHMD;
  145. var canvas = renderer.domElement;
  146. var fullScreenChange =
  147. canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
  148. document.addEventListener( fullScreenChange, onFullScreenChanged, false );
  149. function onFullScreenChanged() {
  150. if ( !document.mozFullScreenElement && !document.webkitFullscreenElement ) {
  151. self.setFullScreen( false );
  152. }
  153. }
  154. if ( canvas.mozRequestFullScreen ) {
  155. canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
  156. } else if ( canvas.webkitRequestFullscreen ) {
  157. canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
  158. }
  159. };
  160. this.FovToNDCScaleOffset = function( fov ) {
  161. var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
  162. var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
  163. var pyscale = 2.0 / (fov.upTan + fov.downTan);
  164. var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
  165. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  166. };
  167. this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  168. {
  169. rightHanded = rightHanded === undefined ? true : rightHanded;
  170. zNear = zNear === undefined ? 0.01 : zNear;
  171. zFar = zFar === undefined ? 10000.0 : zFar;
  172. var handednessScale = rightHanded ? -1.0 : 1.0;
  173. // start with an identity matrix
  174. var mobj = new THREE.Matrix4();
  175. var m = mobj.elements;
  176. // and with scale/offset info for normalized device coords
  177. var scaleAndOffset = this.FovToNDCScaleOffset(fov);
  178. // X result, map clip edges to [-w,+w]
  179. m[0 * 4 + 0] = scaleAndOffset.scale[0];
  180. m[0 * 4 + 1] = 0.0;
  181. m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
  182. m[0 * 4 + 3] = 0.0;
  183. // Y result, map clip edges to [-w,+w]
  184. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  185. // but the NDC scaling has Y=down (thanks D3D?)
  186. m[1 * 4 + 0] = 0.0;
  187. m[1 * 4 + 1] = scaleAndOffset.scale[1];
  188. m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
  189. m[1 * 4 + 3] = 0.0;
  190. // Z result (up to the app)
  191. m[2 * 4 + 0] = 0.0;
  192. m[2 * 4 + 1] = 0.0;
  193. m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
  194. m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
  195. // W result (= Z in)
  196. m[3 * 4 + 0] = 0.0;
  197. m[3 * 4 + 1] = 0.0;
  198. m[3 * 4 + 2] = handednessScale;
  199. m[3 * 4 + 3] = 0.0;
  200. mobj.transpose();
  201. return mobj;
  202. };
  203. this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
  204. {
  205. var fovPort = {
  206. upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
  207. downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
  208. leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
  209. rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
  210. };
  211. return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
  212. };
  213. };