VREffect.js 12 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 isWebVR1 = true;
  13. var vrDisplay, vrDisplays;
  14. var eyeTranslationL = new THREE.Vector3();
  15. var eyeTranslationR = new THREE.Vector3();
  16. var renderRectL, renderRectR;
  17. var eyeFOVL, eyeFOVR;
  18. function gotVRDisplays( displays ) {
  19. vrDisplays = displays;
  20. for ( var i = 0; i < displays.length; i ++ ) {
  21. if ( 'VRDisplay' in window && displays[ i ] instanceof VRDisplay ) {
  22. vrDisplay = displays[ i ];
  23. isWebVR1 = true;
  24. break; // We keep the first we encounter
  25. } else if ( 'HMDVRDevice' in window && displays[ i ] instanceof HMDVRDevice ) {
  26. vrDisplay = displays[ i ];
  27. isWebVR1 = false;
  28. break; // We keep the first we encounter
  29. }
  30. }
  31. if ( vrDisplay === undefined ) {
  32. if ( onError ) onError( 'HMD not available' );
  33. }
  34. }
  35. if ( navigator.getVRDisplays ) {
  36. navigator.getVRDisplays().then( gotVRDisplays );
  37. } else if ( navigator.getVRDevices ) {
  38. // Deprecated API.
  39. navigator.getVRDevices().then( gotVRDisplays );
  40. }
  41. //
  42. this.isPresenting = false;
  43. this.scale = 1;
  44. var scope = this;
  45. var rendererSize = renderer.getSize();
  46. var rendererPixelRatio = renderer.getPixelRatio();
  47. this.getVRDisplay = function () {
  48. return vrDisplay;
  49. };
  50. this.getVRDisplays = function () {
  51. return vrDisplays;
  52. };
  53. this.setSize = function ( width, height ) {
  54. rendererSize = { width: width, height: height };
  55. if ( scope.isPresenting ) {
  56. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  57. renderer.setPixelRatio( 1 );
  58. if ( isWebVR1 ) {
  59. renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
  60. } else {
  61. renderer.setSize( eyeParamsL.renderRect.width * 2, eyeParamsL.renderRect.height, false );
  62. }
  63. } else {
  64. renderer.setPixelRatio( rendererPixelRatio );
  65. renderer.setSize( width, height );
  66. }
  67. };
  68. // fullscreen
  69. var canvas = renderer.domElement;
  70. var requestFullscreen;
  71. var exitFullscreen;
  72. var fullscreenElement;
  73. var leftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
  74. var rightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
  75. function onFullscreenChange () {
  76. var wasPresenting = scope.isPresenting;
  77. scope.isPresenting = vrDisplay !== undefined && ( vrDisplay.isPresenting || ( ! isWebVR1 && document[ fullscreenElement ] instanceof window.HTMLElement ) );
  78. if ( scope.isPresenting ) {
  79. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  80. var eyeWidth, eyeHeight;
  81. if ( isWebVR1 ) {
  82. eyeWidth = eyeParamsL.renderWidth;
  83. eyeHeight = eyeParamsL.renderHeight;
  84. if ( vrDisplay.getLayers ) {
  85. var layers = vrDisplay.getLayers();
  86. if (layers.length) {
  87. leftBounds = layers[0].leftBounds || [ 0.0, 0.0, 0.5, 1.0 ];
  88. rightBounds = layers[0].rightBounds || [ 0.5, 0.0, 0.5, 1.0 ];
  89. }
  90. }
  91. } else {
  92. eyeWidth = eyeParamsL.renderRect.width;
  93. eyeHeight = eyeParamsL.renderRect.height;
  94. }
  95. if ( !wasPresenting ) {
  96. rendererPixelRatio = renderer.getPixelRatio();
  97. rendererSize = renderer.getSize();
  98. renderer.setPixelRatio( 1 );
  99. renderer.setSize( eyeWidth * 2, eyeHeight, false );
  100. }
  101. } else if ( wasPresenting ) {
  102. renderer.setPixelRatio( rendererPixelRatio );
  103. renderer.setSize( rendererSize.width, rendererSize.height );
  104. }
  105. }
  106. if ( canvas.requestFullscreen ) {
  107. requestFullscreen = 'requestFullscreen';
  108. fullscreenElement = 'fullscreenElement';
  109. exitFullscreen = 'exitFullscreen';
  110. document.addEventListener( 'fullscreenchange', onFullscreenChange, false );
  111. } else if ( canvas.mozRequestFullScreen ) {
  112. requestFullscreen = 'mozRequestFullScreen';
  113. fullscreenElement = 'mozFullScreenElement';
  114. exitFullscreen = 'mozCancelFullScreen';
  115. document.addEventListener( 'mozfullscreenchange', onFullscreenChange, false );
  116. } else {
  117. requestFullscreen = 'webkitRequestFullscreen';
  118. fullscreenElement = 'webkitFullscreenElement';
  119. exitFullscreen = 'webkitExitFullscreen';
  120. document.addEventListener( 'webkitfullscreenchange', onFullscreenChange, false );
  121. }
  122. window.addEventListener( 'vrdisplaypresentchange', onFullscreenChange, false );
  123. this.setFullScreen = function ( boolean ) {
  124. return new Promise( function ( resolve, reject ) {
  125. if ( vrDisplay === undefined ) {
  126. reject( new Error( 'No VR hardware found.' ) );
  127. return;
  128. }
  129. if ( scope.isPresenting === boolean ) {
  130. resolve();
  131. return;
  132. }
  133. if ( isWebVR1 ) {
  134. if ( boolean ) {
  135. resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
  136. } else {
  137. resolve( vrDisplay.exitPresent() );
  138. }
  139. } else {
  140. if ( canvas[ requestFullscreen ] ) {
  141. canvas[ boolean ? requestFullscreen : exitFullscreen ]( { vrDisplay: vrDisplay } );
  142. resolve();
  143. } else {
  144. console.error( 'No compatible requestFullscreen method found.' );
  145. reject( new Error( 'No compatible requestFullscreen method found.' ) );
  146. }
  147. }
  148. } );
  149. };
  150. this.requestPresent = function () {
  151. return this.setFullScreen( true );
  152. };
  153. this.exitPresent = function () {
  154. return this.setFullScreen( false );
  155. };
  156. this.requestAnimationFrame = function ( f ) {
  157. if ( isWebVR1 && vrDisplay !== undefined ) {
  158. return vrDisplay.requestAnimationFrame( f );
  159. } else {
  160. return window.requestAnimationFrame( f );
  161. }
  162. };
  163. this.cancelAnimationFrame = function ( h ) {
  164. if ( isWebVR1 && vrDisplay !== undefined ) {
  165. vrDisplay.cancelAnimationFrame( h );
  166. } else {
  167. window.cancelAnimationFrame( h );
  168. }
  169. };
  170. this.submitFrame = function () {
  171. if ( isWebVR1 && vrDisplay !== undefined && scope.isPresenting ) {
  172. vrDisplay.submitFrame();
  173. }
  174. };
  175. this.autoSubmitFrame = true;
  176. // render
  177. var cameraL = new THREE.PerspectiveCamera();
  178. cameraL.layers.enable( 1 );
  179. var cameraR = new THREE.PerspectiveCamera();
  180. cameraR.layers.enable( 2 );
  181. this.render = function ( scene, camera, renderTarget, forceClear ) {
  182. if ( vrDisplay && scope.isPresenting ) {
  183. var autoUpdate = scene.autoUpdate;
  184. if ( autoUpdate ) {
  185. scene.updateMatrixWorld();
  186. scene.autoUpdate = false;
  187. }
  188. var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
  189. var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
  190. if ( isWebVR1 ) {
  191. eyeTranslationL.fromArray( eyeParamsL.offset );
  192. eyeTranslationR.fromArray( eyeParamsR.offset );
  193. eyeFOVL = eyeParamsL.fieldOfView;
  194. eyeFOVR = eyeParamsR.fieldOfView;
  195. } else {
  196. eyeTranslationL.copy( eyeParamsL.eyeTranslation );
  197. eyeTranslationR.copy( eyeParamsR.eyeTranslation );
  198. eyeFOVL = eyeParamsL.recommendedFieldOfView;
  199. eyeFOVR = eyeParamsR.recommendedFieldOfView;
  200. }
  201. if ( Array.isArray( scene ) ) {
  202. console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
  203. scene = scene[ 0 ];
  204. }
  205. // When rendering we don't care what the recommended size is, only what the actual size
  206. // of the backbuffer is.
  207. var size = renderer.getSize();
  208. renderRectL = {
  209. x: Math.round( size.width * leftBounds[ 0 ] ),
  210. y: Math.round( size.height * leftBounds[ 1 ] ),
  211. width: Math.round( size.width * leftBounds[ 2 ] ),
  212. height: Math.round(size.height * leftBounds[ 3 ] )
  213. };
  214. renderRectR = {
  215. x: Math.round( size.width * rightBounds[ 0 ] ),
  216. y: Math.round( size.height * rightBounds[ 1 ] ),
  217. width: Math.round( size.width * rightBounds[ 2 ] ),
  218. height: Math.round(size.height * rightBounds[ 3 ] )
  219. };
  220. if (renderTarget) {
  221. renderer.setRenderTarget(renderTarget);
  222. renderTarget.scissorTest = true;
  223. } else {
  224. renderer.setScissorTest( true );
  225. }
  226. if ( renderer.autoClear || forceClear ) renderer.clear();
  227. if ( camera.parent === null ) camera.updateMatrixWorld();
  228. cameraL.projectionMatrix = fovToProjection( eyeFOVL, true, camera.near, camera.far );
  229. cameraR.projectionMatrix = fovToProjection( eyeFOVR, true, camera.near, camera.far );
  230. camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
  231. camera.matrixWorld.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
  232. var scale = this.scale;
  233. cameraL.translateOnAxis( eyeTranslationL, scale );
  234. cameraR.translateOnAxis( eyeTranslationR, scale );
  235. // render left eye
  236. if ( renderTarget ) {
  237. renderTarget.viewport.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height);
  238. renderTarget.scissor.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height);
  239. } else {
  240. renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  241. renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
  242. }
  243. renderer.render( scene, cameraL, renderTarget, forceClear );
  244. // render right eye
  245. if (renderTarget) {
  246. renderTarget.viewport.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height);
  247. renderTarget.scissor.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height);
  248. } else {
  249. renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  250. renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
  251. }
  252. renderer.render( scene, cameraR, renderTarget, forceClear );
  253. if (renderTarget) {
  254. renderTarget.viewport.set( 0, 0, size.width, size.height );
  255. renderTarget.scissor.set( 0, 0, size.width, size.height );
  256. renderTarget.scissorTest = false;
  257. renderer.setRenderTarget( null );
  258. } else {
  259. renderer.setScissorTest( false );
  260. }
  261. if ( autoUpdate ) {
  262. scene.autoUpdate = true;
  263. }
  264. if ( scope.autoSubmitFrame ) {
  265. scope.submitFrame();
  266. }
  267. return;
  268. }
  269. // Regular render mode if not HMD
  270. renderer.render( scene, camera, renderTarget, forceClear );
  271. };
  272. //
  273. function fovToNDCScaleOffset( fov ) {
  274. var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
  275. var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
  276. var pyscale = 2.0 / ( fov.upTan + fov.downTan );
  277. var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
  278. return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
  279. }
  280. function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
  281. rightHanded = rightHanded === undefined ? true : rightHanded;
  282. zNear = zNear === undefined ? 0.01 : zNear;
  283. zFar = zFar === undefined ? 10000.0 : zFar;
  284. var handednessScale = rightHanded ? - 1.0 : 1.0;
  285. // start with an identity matrix
  286. var mobj = new THREE.Matrix4();
  287. var m = mobj.elements;
  288. // and with scale/offset info for normalized device coords
  289. var scaleAndOffset = fovToNDCScaleOffset( fov );
  290. // X result, map clip edges to [-w,+w]
  291. m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
  292. m[ 0 * 4 + 1 ] = 0.0;
  293. m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
  294. m[ 0 * 4 + 3 ] = 0.0;
  295. // Y result, map clip edges to [-w,+w]
  296. // Y offset is negated because this proj matrix transforms from world coords with Y=up,
  297. // but the NDC scaling has Y=down (thanks D3D?)
  298. m[ 1 * 4 + 0 ] = 0.0;
  299. m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
  300. m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
  301. m[ 1 * 4 + 3 ] = 0.0;
  302. // Z result (up to the app)
  303. m[ 2 * 4 + 0 ] = 0.0;
  304. m[ 2 * 4 + 1 ] = 0.0;
  305. m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
  306. m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );
  307. // W result (= Z in)
  308. m[ 3 * 4 + 0 ] = 0.0;
  309. m[ 3 * 4 + 1 ] = 0.0;
  310. m[ 3 * 4 + 2 ] = handednessScale;
  311. m[ 3 * 4 + 3 ] = 0.0;
  312. mobj.transpose();
  313. return mobj;
  314. }
  315. function fovToProjection( fov, rightHanded, zNear, zFar ) {
  316. var DEG2RAD = Math.PI / 180.0;
  317. var fovPort = {
  318. upTan: Math.tan( fov.upDegrees * DEG2RAD ),
  319. downTan: Math.tan( fov.downDegrees * DEG2RAD ),
  320. leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
  321. rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
  322. };
  323. return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
  324. }
  325. };