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VREffect.js
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/**
* @author dmarcos / https://github.com/dmarcos
*
* It handles stereo rendering
* If mozGetVRDevices and getVRDevices APIs are not available it gracefuly falls back to a
* regular renderer
*
* The HMD supported is the Oculus DK1 and The Web API doesn't currently allow
* to query for the display resolution (only the chrome API allows it).
* The dimensions of the screen are temporarly hardcoded (1280 x 800).
*
* For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome:
*
* Firefox:
*
* OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
* WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
*
* Chrome builds:
*
* https://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
*
*/
THREE.VREffect = function ( renderer, done ) {
var cameraLeft = new THREE.PerspectiveCamera();
var cameraRight = new THREE.PerspectiveCamera();
this._renderer = renderer;
this._init = function() {
var self = this;
if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
if ( done ) {
done("Your browser is not VR Ready");
}
return;
}
if ( navigator.getVRDevices ) {
navigator.getVRDevices().then( gotVRDevices );
} else {
navigator.mozGetVRDevices( gotVRDevices );
}
function gotVRDevices( devices ) {
var vrHMD;
var error;
for ( var i = 0; i < devices.length; ++i ) {
if ( devices[i] instanceof HMDVRDevice ) {
vrHMD = devices[i];
self._vrHMD = vrHMD;
self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
break; // We keep the first we encounter
}
}
if ( done ) {
if ( !vrHMD ) {
error = 'HMD not available';
}
done( error );
}
}
};
this._init();
this.render = function ( scene, camera ) {
var renderer = this._renderer;
var vrHMD = this._vrHMD;
renderer.enableScissorTest( false );
// VR render mode if HMD is available
if ( vrHMD ) {
this.renderStereo.apply( this, arguments );
return;
}
// Regular render mode if not HMD
renderer.render.apply( this._renderer, arguments );
};
this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
var leftEyeTranslation = this.leftEyeTranslation;
var rightEyeTranslation = this.rightEyeTranslation;
var renderer = this._renderer;
var rendererWidth = renderer.domElement.width / renderer.devicePixelRatio;
var rendererHeight = renderer.domElement.height / renderer.devicePixelRatio;
var eyeDivisionLine = rendererWidth / 2;
renderer.enableScissorTest( true );
renderer.clear();
if ( camera.parent === undefined ) {
camera.updateMatrixWorld();
}
cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
cameraLeft.translateX( leftEyeTranslation.x );
cameraRight.translateX( rightEyeTranslation.x );
// render left eye
renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
renderer.render( scene, cameraLeft );
// render right eye
renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
renderer.render( scene, cameraRight );
};
this.setSize = function( width, height ) {
renderer.setSize( width, height );
};
this.setFullScreen = function( enable ) {
var renderer = this._renderer;
var vrHMD = this._vrHMD;
var canvasOriginalSize = this._canvasOriginalSize;
if (!vrHMD) {
return;
}
// If state doesn't change we do nothing
if ( enable === this._fullScreen ) {
return;
}
this._fullScreen = !!enable;
// VR Mode disabled
if ( !enable ) {
// Restores canvas original size
renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
return;
}
// VR Mode enabled
this._canvasOriginalSize = {
width: renderer.domElement.width,
height: renderer.domElement.height
};
// Hardcoded Rift display size
renderer.setSize( 1280, 800, false );
this.startFullscreen();
};
this.startFullscreen = function() {
var self = this;
var renderer = this._renderer;
var vrHMD = this._vrHMD;
var canvas = renderer.domElement;
var fullScreenChange =
canvas.mozRequestFullScreen? 'mozfullscreenchange' : 'webkitfullscreenchange';
document.addEventListener( fullScreenChange, onFullScreenChanged, false );
function onFullScreenChanged() {
if ( !document.mozFullScreenElement && !document.webkitFullScreenElement ) {
self.setFullScreen( false );
}
}
if ( canvas.mozRequestFullScreen ) {
canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
} else {
canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
}
};
this.FovToNDCScaleOffset = function( fov ) {
var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
var pyscale = 2.0 / (fov.upTan + fov.downTan);
var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
};
this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
{
rightHanded = rightHanded === undefined ? true : rightHanded;
zNear = zNear === undefined ? 0.01 : zNear;
zFar = zFar === undefined ? 10000.0 : zFar;
var handednessScale = rightHanded ? -1.0 : 1.0;
// start with an identity matrix
var mobj = new THREE.Matrix4();
var m = mobj.elements;
// and with scale/offset info for normalized device coords
var scaleAndOffset = this.FovToNDCScaleOffset(fov);
// X result, map clip edges to [-w,+w]
m[0*4+0] = scaleAndOffset.scale[0];
m[0*4+1] = 0.0;
m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
m[0*4+3] = 0.0;
// Y result, map clip edges to [-w,+w]
// Y offset is negated because this proj matrix transforms from world coords with Y=up,
// but the NDC scaling has Y=down (thanks D3D?)
m[1*4+0] = 0.0;
m[1*4+1] = scaleAndOffset.scale[1];
m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
m[1*4+3] = 0.0;
// Z result (up to the app)
m[2*4+0] = 0.0;
m[2*4+1] = 0.0;
m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
m[2*4+3] = (zFar * zNear) / (zNear - zFar);
// W result (= Z in)
m[3*4+0] = 0.0;
m[3*4+1] = 0.0;
m[3*4+2] = handednessScale;
m[3*4+3] = 0.0;
mobj.transpose();
return mobj;
};
this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
{
var fovPort = {
upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
};
return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
};
};