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