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7e191836
编写于
2月 03, 2013
作者:
L
Luca Siciliano
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added new effect for the Oculus Rift
上级
7697a481
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
426 addition
and
0 deletion
+426
-0
examples/js/effects/OculusRiftEffect.js
examples/js/effects/OculusRiftEffect.js
+125
-0
examples/webgl_geometry_minecraft_oculusrift.html
examples/webgl_geometry_minecraft_oculusrift.html
+301
-0
未找到文件。
examples/js/effects/OculusRiftEffect.js
0 → 100644
浏览文件 @
7e191836
/**
* @author troffmo5 / http://github.com/troffmo5
*
* Effect to render the scene in stereo 3d side by side with lens distortion.
* It is written to be used with the Oculus Rift (http://www.oculusvr.com/) but
* it works also with other HMD using the same technology
*/
THREE
.
OculusRiftEffect
=
function
(
renderer
)
{
// Configuration
this
.
separation
=
10
;
this
.
distortion
=
0.1
;
this
.
aspectFactor
=
1
;
this
.
fov
=
null
;
// use original camera FOV
// initialization
var
_width
,
_height
;
var
_pCamera
=
new
THREE
.
PerspectiveCamera
();
_pCamera
.
matrixAutoUpdate
=
false
;
_pCamera
.
target
=
new
THREE
.
Vector3
();
var
_scene
=
new
THREE
.
Scene
();
var
_oCamera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
1
,
1000
);
_oCamera
.
position
.
z
=
1
;
_scene
.
add
(
_oCamera
);
// pre-render hooks
this
.
preLeftRender
=
function
()
{};
this
.
preRightRender
=
function
()
{};
renderer
.
autoClear
=
false
;
var
_params
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
NearestFilter
,
format
:
THREE
.
RGBAFormat
};
var
_renderTarget
=
new
THREE
.
WebGLRenderTarget
(
800
,
600
,
_params
);
var
_material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
"
tex
"
:
{
type
:
"
t
"
,
value
:
_renderTarget
},
"
c
"
:
{
type
:
"
f
"
,
value
:
this
.
distortion
}
},
vertexShader
:
[
"
varying vec2 vUv;
"
,
"
void main() {
"
,
"
vUv = uv;
"
,
"
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
,
"
}
"
].
join
(
"
\n
"
),
// Formula used from the paper: "Applying and removing lens distortion in post production"
// by Gergely Vass , Tamás Perlaki
// http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.136.3745
fragmentShader
:
[
"
uniform float c;
"
,
"
uniform sampler2D tex;
"
,
"
varying vec2 vUv;
"
,
"
void main()
"
,
"
{
"
,
"
vec2 uv = vUv;
"
,
"
vec2 vector = uv * 2.0 - 1.0;
"
,
"
float factor = 1.0/(1.0+c);
"
,
"
float vectorLen = length(vector);
"
,
"
vec2 direction = vector / vectorLen;
"
,
"
float newLen = vectorLen + c * pow(vectorLen,3.0);
"
,
"
vec2 newVector = direction * newLen * factor;
"
,
"
newVector = (newVector + 1.0) / 2.0;
"
,
"
if (newVector.x < 0.0 || newVector.x > 1.0 || newVector.y < 0.0 || newVector.y > 1.0)
"
,
"
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
"
,
"
else
"
,
"
gl_FragColor = texture2D(tex, newVector);
"
,
"
}
"
].
join
(
"
\n
"
)
}
);
var
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
_material
);
_scene
.
add
(
mesh
);
this
.
setSize
=
function
(
width
,
height
)
{
_width
=
width
/
2
;
_height
=
height
;
_renderTarget
=
new
THREE
.
WebGLRenderTarget
(
width
,
height
,
_params
);
_material
.
uniforms
[
"
tex
"
].
value
=
_renderTarget
;
renderer
.
setSize
(
width
,
height
);
};
this
.
render
=
function
(
scene
,
camera
)
{
renderer
.
clear
();
_material
.
uniforms
[
'
c
'
].
value
=
this
.
distortion
;
// camera parameters
if
(
camera
.
matrixAutoUpdate
)
camera
.
updateMatrix
();
_pCamera
.
fov
=
this
.
fov
?
this
.
fov
:
camera
.
fov
;
_pCamera
.
aspect
=
camera
.
aspect
/
(
2
*
this
.
aspectFactor
);
_pCamera
.
near
=
camera
.
near
;
_pCamera
.
far
=
camera
.
far
;
_pCamera
.
updateProjectionMatrix
();
// Render left
this
.
preLeftRender
();
var
offset
=
new
THREE
.
Vector3
(
-
this
.
separation
,
0
,
0
);
_pCamera
.
matrix
.
copy
(
camera
.
matrix
);
_pCamera
.
matrix
.
translate
(
offset
);
_pCamera
.
matrixWorldNeedsUpdate
=
true
;
renderer
.
setViewport
(
0
,
0
,
_width
,
_height
);
renderer
.
render
(
scene
,
_pCamera
,
_renderTarget
,
true
);
renderer
.
render
(
_scene
,
_oCamera
);
// Render right
this
.
preRightRender
();
offset
.
set
(
this
.
separation
,
0
,
0
);
_pCamera
.
matrix
.
copy
(
camera
.
matrix
);
_pCamera
.
matrix
.
translate
(
offset
);
_pCamera
.
matrixWorldNeedsUpdate
=
true
;
renderer
.
setViewport
(
_width
,
0
,
_width
,
_height
);
renderer
.
render
(
scene
,
_pCamera
,
_renderTarget
,
true
);
renderer
.
render
(
_scene
,
_oCamera
);
};
};
examples/webgl_geometry_minecraft_oculusrift.html
0 → 100644
浏览文件 @
7e191836
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - geometry - minecraft - Oculus Rift
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
color
:
rgb
(
168
,
148
,
0
);
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
background-color
:
#bfd1e5
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
}
a
{
color
:
#a06851
;
}
#oldie
{
background
:
rgb
(
100
,
0
,
0
)
!important
;
color
:
#fff
!important
;
margin-top
:
10em
!important
;
}
#oldie
a
{
color
:
#fff
}
</style>
</head>
<body>
<div
id=
"container"
><br
/><br
/><br
/><br
/><br
/>
Generating world...
</div>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
>
three.js
</a>
-
<a
href=
"http://www.minecraft.net/"
target=
"_blank"
>
minecraft
</a>
demo [oculus rift]. featuring
<a
href=
"http://painterlypack.net/"
target=
"_blank"
>
painterly pack
</a><br
/>
(left click: forward, right click: backward, o,p: distortion [
<span
id=
'distVal'
>
0
</span>
], k,l; eye separation [
<span
id=
'sepVal'
>
0
</span>
], n,m; fov [
<span
id=
'fovVal'
>
0
</span>
])
</div>
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/controls/FirstPersonControls.js"
></script>
<script
src=
"js/ImprovedNoise.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/effects/OculusRiftEffect.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
{
Detector
.
addGetWebGLMessage
();
document
.
getElementById
(
'
container
'
).
innerHTML
=
""
;
}
var
container
,
stats
;
var
camera
,
controls
,
scene
,
renderer
;
var
mesh
;
var
worldWidth
=
128
,
worldDepth
=
128
,
worldHalfWidth
=
worldWidth
/
2
,
worldHalfDepth
=
worldDepth
/
2
,
data
=
generateHeight
(
worldWidth
,
worldDepth
);
var
clock
=
new
THREE
.
Clock
();
init
();
animate
();
function
init
()
{
container
=
document
.
getElementById
(
'
container
'
);
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
20000
);
camera
.
position
.
y
=
getY
(
worldHalfWidth
,
worldHalfDepth
)
*
100
+
100
;
controls
=
new
THREE
.
FirstPersonControls
(
camera
);
controls
.
movementSpeed
=
1000
;
controls
.
lookSpeed
=
0.125
;
controls
.
lookVertical
=
true
;
scene
=
new
THREE
.
Scene
();
// sides
var
matrix
=
new
THREE
.
Matrix4
();
var
pxGeometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
);
pxGeometry
.
faces
[
0
].
materialIndex
=
1
;
pxGeometry
.
applyMatrix
(
matrix
.
makeRotationY
(
Math
.
PI
/
2
)
);
pxGeometry
.
applyMatrix
(
matrix
.
makeTranslation
(
50
,
0
,
0
)
);
var
nxGeometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
);
nxGeometry
.
faces
[
0
].
materialIndex
=
1
;
nxGeometry
.
applyMatrix
(
matrix
.
makeRotationY
(
-
Math
.
PI
/
2
)
);
nxGeometry
.
applyMatrix
(
matrix
.
makeTranslation
(
-
50
,
0
,
0
)
);
var
pyGeometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
);
pyGeometry
.
faces
[
0
].
materialIndex
=
0
;
pyGeometry
.
applyMatrix
(
matrix
.
makeRotationX
(
-
Math
.
PI
/
2
)
);
pyGeometry
.
applyMatrix
(
matrix
.
makeTranslation
(
0
,
50
,
0
)
);
var
pzGeometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
);
pzGeometry
.
faces
[
0
].
materialIndex
=
1
;
pzGeometry
.
applyMatrix
(
matrix
.
makeTranslation
(
0
,
0
,
50
)
);
var
nzGeometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
);
nzGeometry
.
faces
[
0
].
materialIndex
=
1
;
nzGeometry
.
applyMatrix
(
matrix
.
makeRotationY
(
Math
.
PI
)
);
nzGeometry
.
applyMatrix
(
matrix
.
makeTranslation
(
0
,
0
,
-
50
)
);
//
var
geometry
=
new
THREE
.
Geometry
();
var
dummy
=
new
THREE
.
Mesh
();
for
(
var
z
=
0
;
z
<
worldDepth
;
z
++
)
{
for
(
var
x
=
0
;
x
<
worldWidth
;
x
++
)
{
var
h
=
getY
(
x
,
z
);
dummy
.
position
.
x
=
x
*
100
-
worldHalfWidth
*
100
;
dummy
.
position
.
y
=
h
*
100
;
dummy
.
position
.
z
=
z
*
100
-
worldHalfDepth
*
100
;
var
px
=
getY
(
x
+
1
,
z
);
var
nx
=
getY
(
x
-
1
,
z
);
var
pz
=
getY
(
x
,
z
+
1
);
var
nz
=
getY
(
x
,
z
-
1
);
dummy
.
geometry
=
pyGeometry
;
THREE
.
GeometryUtils
.
merge
(
geometry
,
dummy
);
if
(
(
px
!=
h
&&
px
!=
h
+
1
)
||
x
==
0
)
{
dummy
.
geometry
=
pxGeometry
;
THREE
.
GeometryUtils
.
merge
(
geometry
,
dummy
);
}
if
(
(
nx
!=
h
&&
nx
!=
h
+
1
)
||
x
==
worldWidth
-
1
)
{
dummy
.
geometry
=
nxGeometry
;
THREE
.
GeometryUtils
.
merge
(
geometry
,
dummy
);
}
if
(
(
pz
!=
h
&&
pz
!=
h
+
1
)
||
z
==
worldDepth
-
1
)
{
dummy
.
geometry
=
pzGeometry
;
THREE
.
GeometryUtils
.
merge
(
geometry
,
dummy
);
}
if
(
(
nz
!=
h
&&
nz
!=
h
+
1
)
||
z
==
0
)
{
dummy
.
geometry
=
nzGeometry
;
THREE
.
GeometryUtils
.
merge
(
geometry
,
dummy
);
}
}
}
var
textureGrass
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/minecraft/grass.png
'
);
textureGrass
.
magFilter
=
THREE
.
NearestFilter
;
textureGrass
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
var
textureGrassDirt
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/minecraft/grass_dirt.png
'
);
textureGrassDirt
.
magFilter
=
THREE
.
NearestFilter
;
textureGrassDirt
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
var
material1
=
new
THREE
.
MeshLambertMaterial
(
{
map
:
textureGrass
,
ambient
:
0xbbbbbb
}
);
var
material2
=
new
THREE
.
MeshLambertMaterial
(
{
map
:
textureGrassDirt
,
ambient
:
0xbbbbbb
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshFaceMaterial
(
[
material1
,
material2
]
)
);
scene
.
add
(
mesh
);
var
ambientLight
=
new
THREE
.
AmbientLight
(
0xcccccc
);
scene
.
add
(
ambientLight
);
var
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
2
);
directionalLight
.
position
.
set
(
1
,
1
,
0.5
).
normalize
();
scene
.
add
(
directionalLight
);
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
effect
=
new
THREE
.
OculusRiftEffect
(
renderer
);
effect
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
// Right Oculus Parameters are yet to be determined
effect
.
separation
=
20
;
effect
.
distortion
=
0.1
;
effect
.
fov
=
110
;
document
.
getElementById
(
'
distVal
'
).
innerHTML
=
effect
.
distortion
.
toFixed
(
2
);
document
.
getElementById
(
'
sepVal
'
).
innerHTML
=
effect
.
separation
;
document
.
getElementById
(
'
fovVal
'
).
innerHTML
=
effect
.
fov
;
container
.
innerHTML
=
""
;
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
// GUI
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
keydown
'
,
keyPressed
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
effect
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
controls
.
handleResize
();
}
function
keyPressed
(
event
)
{
switch
(
event
.
keyCode
)
{
case
79
:
/*O*/
effect
.
distortion
-=
0.01
;
document
.
getElementById
(
'
distVal
'
).
innerHTML
=
effect
.
distortion
.
toFixed
(
2
);
break
;
case
80
:
/*P*/
effect
.
distortion
+=
0.01
;
document
.
getElementById
(
'
distVal
'
).
innerHTML
=
effect
.
distortion
.
toFixed
(
2
);
break
;
case
75
:
/*K*/
effect
.
separation
-=
1
;
document
.
getElementById
(
'
sepVal
'
).
innerHTML
=
effect
.
separation
;
break
;
case
76
:
/*L*/
effect
.
separation
+=
1
;
document
.
getElementById
(
'
sepVal
'
).
innerHTML
=
effect
.
separation
;
break
;
case
78
:
/*N*/
effect
.
fov
-=
1
;
document
.
getElementById
(
'
fovVal
'
).
innerHTML
=
effect
.
fov
;
break
;
case
77
:
/*M*/
effect
.
fov
+=
1
;
document
.
getElementById
(
'
fovVal
'
).
innerHTML
=
effect
.
fov
;
break
;
}
}
function
generateHeight
(
width
,
height
)
{
var
data
=
[],
perlin
=
new
ImprovedNoise
(),
size
=
width
*
height
,
quality
=
2
,
z
=
Math
.
random
()
*
100
;
for
(
var
j
=
0
;
j
<
4
;
j
++
)
{
if
(
j
==
0
)
for
(
var
i
=
0
;
i
<
size
;
i
++
)
data
[
i
]
=
0
;
for
(
var
i
=
0
;
i
<
size
;
i
++
)
{
var
x
=
i
%
width
,
y
=
(
i
/
width
)
|
0
;
data
[
i
]
+=
perlin
.
noise
(
x
/
quality
,
y
/
quality
,
z
)
*
quality
;
}
quality
*=
4
}
return
data
;
}
function
getY
(
x
,
z
)
{
return
(
data
[
x
+
z
*
worldWidth
]
*
0.2
)
|
0
;
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
controls
.
update
(
clock
.
getDelta
()
);
effect
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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