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/*! | ||
* | ||
* Copyright 2016 Google Inc. All rights reserved. | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
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'use strict'; | ||
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/* eslint-env es6 */ | ||
/* eslint-disable space-before-function-paren, no-new */ | ||
/* global RayInput, VRFrameData, Demo */ | ||
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class DemoVR extends Demo { | ||
constructor () { | ||
super(); | ||
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this._onResize = this._onResize.bind(this); | ||
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this._disabled = false; | ||
if (typeof VRFrameData === 'undefined') { | ||
this._disabled = true; | ||
this._showWebVRNotSupportedError(); | ||
return; | ||
} | ||
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this._isShowingPressButtonModal = false; | ||
this._firstVRFrame = false; | ||
this._button = undefined; | ||
this._vr = { | ||
display: null, | ||
frameData: new VRFrameData() | ||
}; | ||
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this._addVREventListeners(); | ||
this._getDisplays().then(_ => { | ||
// Get any available inputs. | ||
this._getInput(); | ||
this._addInputEventListeners(); | ||
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// Default the box to 'deselected'. | ||
this._onDeselected(this._box); | ||
}); | ||
} | ||
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_addVREventListeners () { | ||
window.addEventListener('vrdisplayactivate', _ => { | ||
this._activateVR(); | ||
}); | ||
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window.addEventListener('vrdisplaydeactivate', _ => { | ||
this._deactivateVR(); | ||
}); | ||
} | ||
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_getDisplays () { | ||
return navigator.getVRDisplays().then(displays => { | ||
// Filter down to devices that can present. | ||
displays = displays.filter(display => display.capabilities.canPresent); | ||
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// If there are no devices available, quit out. | ||
if (displays.length === 0) { | ||
console.warn('No devices available able to present.'); | ||
return; | ||
} | ||
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// Store the first display we find. A more production-ready version should | ||
// allow the user to choose from their available displays. | ||
this._vr.display = displays[0]; | ||
this._vr.display.depthNear = DemoVR.CAMERA_SETTINGS.near; | ||
this._vr.display.depthFar = DemoVR.CAMERA_SETTINGS.far; | ||
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this._createPresentationButton(); | ||
}); | ||
} | ||
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_getInput () { | ||
this._rayInput = new RayInput.default( | ||
this._camera, this._renderer.domElement); | ||
this._onResize(); | ||
} | ||
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_addInputEventListeners () { | ||
// Track the box for ray inputs. | ||
this._rayInput.add(this._box); | ||
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// Set up a bunch of event listeners. | ||
this._rayInput.on('rayover', this._onSelected); | ||
this._rayInput.on('rayout', this._onDeselected); | ||
this._rayInput.on('raydown', this._onSelected); | ||
this._rayInput.on('rayup', this._onDeselected); | ||
} | ||
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_onSelected (optMesh) { | ||
if (!optMesh) { | ||
return; | ||
} | ||
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optMesh.material.transparent = true; | ||
optMesh.material.opacity = 1; | ||
} | ||
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_onDeselected (optMesh) { | ||
if (!optMesh) { | ||
return; | ||
} | ||
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optMesh.material.transparent = true; | ||
optMesh.material.opacity = 0.5; | ||
} | ||
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_onResize () { | ||
super._onResize(); | ||
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if (!this._rayInput) { | ||
return; | ||
} | ||
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this._rayInput.setSize(this._renderer.getSize()); | ||
} | ||
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_showNoPresentError () { | ||
console.error(`Unable to present with this device ${this._vr.display}`); | ||
} | ||
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_showWebVRNotSupportedError () { | ||
console.error('WebVR not supported'); | ||
} | ||
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_createPresentationButton () { | ||
this._button = document.createElement('button'); | ||
this._button.classList.add('vr-toggle'); | ||
this._button.textContent = 'Enable VR'; | ||
this._button.addEventListener('click', _ => { | ||
this._toggleVR(); | ||
}, true); | ||
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document.body.appendChild(this._button); | ||
} | ||
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_showPressButtonModal () { | ||
// Get the message texture, but disable mipmapping so it doesn't look blurry | ||
const map = new THREE.TextureLoader().load('./images/press-button.jpg'); | ||
map.generateMipmaps = false; | ||
map.minFilter = THREE.LinearFilter; | ||
map.magFilter = THREE.LinearFilter; | ||
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// Create the sprite and place it into the scene. | ||
const material = new THREE.SpriteMaterial({ | ||
map, color: 0xFFFFFF | ||
}); | ||
this._modal = new THREE.Sprite(material); | ||
this._modal.position.z = -4; | ||
this._modal.scale.x = 2; | ||
this._modal.scale.y = 2; | ||
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this._scene.add(this._modal); | ||
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// Finally set a flag so we can pick this up in the _render function. | ||
this._isShowingPressButtonModal = true; | ||
} | ||
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_hidePressButtonModal () { | ||
this._scene.remove(this._modal); | ||
this._modal = null; | ||
this._isShowingPressButtonModal = false; | ||
this._scene.add(this._rayInput.getMesh()); | ||
} | ||
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_deactivateVR () { | ||
if (!this._vr.display) { | ||
return; | ||
} | ||
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if (!this._vr.display.isPresenting) { | ||
return; | ||
} | ||
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this._vr.display.exitPresent(); | ||
this._onResize(); | ||
this._hidePressButtonModal(); | ||
return; | ||
} | ||
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_activateVR () { | ||
if (!this._vr.display) { | ||
return; | ||
} | ||
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this._firstVRFrame = true; | ||
this._vr.display.requestPresent([{ | ||
source: this._renderer.domElement | ||
}]) | ||
.then(_ => { | ||
this._showPressButtonModal(); | ||
}) | ||
.catch(e => { | ||
console.error(`Unable to init VR: ${e}`); | ||
}); | ||
} | ||
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_toggleVR () { | ||
if (this._vr.display.isPresenting) { | ||
return this._deactivateVR(); | ||
} | ||
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return this._activateVR(); | ||
} | ||
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_render () { | ||
if (this._rayInput) { | ||
if (this._isShowingPressButtonModal && | ||
this._rayInput.controller.wasGamepadPressed) { | ||
this._hidePressButtonModal(); | ||
} | ||
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this._rayInput.update(); | ||
} | ||
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if (this._disabled || !(this._vr.display && this._vr.display.isPresenting)) { | ||
// Ensure that we switch everything back to auto for non-VR mode. | ||
this._renderer.autoClear = true; | ||
this._scene.matrixAutoUpdate = true; | ||
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return super._render(); | ||
} | ||
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// When this is called the first time, it will be using the standard | ||
// window.requestAnimationFrame API, which will throw a warning when we call | ||
// display.submitFrame. So for the first frame that this is called we will | ||
// exit early and request a new frame from the VR device instead. | ||
if (this._firstVRFrame) { | ||
this._firstVRFrame = false; | ||
return this._vr.display.requestAnimationFrame(this._update); | ||
} | ||
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const EYE_WIDTH = this._width * 0.5; | ||
const EYE_HEIGHT = this._height; | ||
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// Get all the latest data from the VR headset and dump it into frameData. | ||
this._vr.display.getFrameData(this._vr.frameData); | ||
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// Disable autoupdating because these values will be coming from the | ||
// frameData data directly. | ||
this._scene.matrixAutoUpdate = false; | ||
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// Make sure not to clear the renderer automatically, because we will need | ||
// to render it ourselves twice, once for each eye. | ||
this._renderer.autoClear = false; | ||
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// Clear the canvas manually. | ||
this._renderer.clear(); | ||
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// Left eye. | ||
this._renderEye( | ||
this._vr.frameData.leftViewMatrix, | ||
this._vr.frameData.leftProjectionMatrix, | ||
{ | ||
x: 0, | ||
y: 0, | ||
w: EYE_WIDTH, | ||
h: EYE_HEIGHT | ||
}); | ||
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// Ensure that left eye calcs aren't going to interfere with right eye ones. | ||
this._renderer.clearDepth(); | ||
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// Right eye. | ||
this._renderEye( | ||
this._vr.frameData.rightViewMatrix, | ||
this._vr.frameData.rightProjectionMatrix, { | ||
x: EYE_WIDTH, | ||
y: 0, | ||
w: EYE_WIDTH, | ||
h: EYE_HEIGHT | ||
}); | ||
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// Use the VR display's in-built rAF (which can be a diff refresh rate to | ||
// the default browser one). | ||
this._vr.display.requestAnimationFrame(this._update); | ||
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// Call submitFrame to ensure that the device renders the latest image from | ||
// the WebGL context. | ||
this._vr.display.submitFrame(); | ||
} | ||
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_renderEye (viewMatrix, projectionMatrix, viewport) { | ||
// Set the left or right eye half. | ||
this._renderer.setViewport(viewport.x, viewport.y, viewport.w, viewport.h); | ||
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// Update the scene and camera matrices. | ||
this._camera.projectionMatrix.fromArray(projectionMatrix); | ||
this._scene.matrix.fromArray(viewMatrix); | ||
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// Tell the scene to update (otherwise it will ignore the change of matrix). | ||
this._scene.updateMatrixWorld(true); | ||
this._renderer.render(this._scene, this._camera); | ||
} | ||
} | ||
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window.__demo = new DemoVR(); |
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