1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | 1× 1× | // https://github.com/googlevr/webvr-polyfill/blob/master/src/cardboard-distorter.js // Use webvr may have scale problem. // https://github.com/googlevr/webvr-polyfill/issues/140 // https://github.com/googlevr/webvr-polyfill/search?q=SCALE&type=Issues&utf8=%E2%9C%93 // https://github.com/googlevr/webvr-polyfill/issues/147 import Mesh from '../Mesh'; import Material from '../Material'; import Geometry from '../Geometry'; import Shader from '../Shader'; import Base from '../core/Base'; import PerspectiveCamera from '../camera/Perspective'; import outputEssl from './output.glsl.js'; Shader.import(outputEssl); function lerp (a, b, t) { return a * (1 - t) + b * t; } var CardboardDistorter = Base.extend(function () { return { clearColor: [0, 0, 0, 1], _mesh: new Mesh({ geometry: new Geometry({ dynamic: true }), culling: false, material: new Material({ // FIXME Why disable depthMask will be wrong // depthMask: false, depthTest: false, shader: new Shader({ vertex: Shader.source('clay.vr.disorter.output.vertex'), fragment: Shader.source('clay.vr.disorter.output.fragment') }) }) }), _fakeCamera: new PerspectiveCamera() }; }, { render: function (renderer, sourceTexture) { var clearColor = this.clearColor; var gl = renderer.gl; gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); gl.clear(gl.COLOR_BUFFER_BIT); gl.disable(gl.BLEND); this._mesh.material.set('texture', sourceTexture); // Full size? renderer.saveViewport(); renderer.setViewport(0, 0, renderer.getWidth(), renderer.getHeight()); renderer.renderPass([this._mesh], this._fakeCamera); renderer.restoreViewport(); // this._mesh.material.shader.bind(renderer); // this._mesh.material.bind(renderer); // this._mesh.render(renderer.gl); }, updateFromVRDisplay: function (vrDisplay) { // FIXME if (vrDisplay.deviceInfo_) { // Hardcoded mesh size this._updateMesh(20, 20, vrDisplay.deviceInfo_); } else { console.warn('Cant get vrDisplay.deviceInfo_, seems code changed'); } }, _updateMesh: function (width, height, deviceInfo) { var positionAttr = this._mesh.geometry.attributes.position; var texcoordAttr = this._mesh.geometry.attributes.texcoord0; positionAttr.init(2 * width * height); texcoordAttr.init(2 * width * height); var lensFrustum = deviceInfo.getLeftEyeVisibleTanAngles(); var noLensFrustum = deviceInfo.getLeftEyeNoLensTanAngles(); var viewport = deviceInfo.getLeftEyeVisibleScreenRect(noLensFrustum); var vidx = 0; var pos = []; var uv = []; // Vertices for (var e = 0; e < 2; e++) { for (var j = 0; j < height; j++) { for (var i = 0; i < width; i++, vidx++) { var u = i / (width - 1); var v = j / (height - 1); // Grid points regularly spaced in StreoScreen, and barrel distorted in // the mesh. var s = u; var t = v; var x = lerp(lensFrustum[0], lensFrustum[2], u); var y = lerp(lensFrustum[3], lensFrustum[1], v); var d = Math.sqrt(x * x + y * y); var r = deviceInfo.distortion.distortInverse(d); var p = x * r / d; var q = y * r / d; u = (p - noLensFrustum[0]) / (noLensFrustum[2] - noLensFrustum[0]); v = (q - noLensFrustum[3]) / (noLensFrustum[1] - noLensFrustum[3]); // Convert u,v to mesh screen coordinates. var aspect = deviceInfo.device.widthMeters / deviceInfo.device.heightMeters; // FIXME: The original Unity plugin multiplied U by the aspect ratio // and didn't multiply either value by 2, but that seems to get it // really close to correct looking for me. I hate this kind of "Don't // know why it works" code though, and wold love a more logical // explanation of what needs to happen here. u = (viewport.x + u * viewport.width - 0.5) * 2.0; //* aspect; v = (viewport.y + v * viewport.height - 0.5) * 2.0; pos[0] = u; pos[1] = v; pos[2] = 0; uv[0] = s * 0.5 + e * 0.5; uv[1] = t; positionAttr.set(vidx, pos); texcoordAttr.set(vidx, uv); } } var w = lensFrustum[2] - lensFrustum[0]; lensFrustum[0] = -(w + lensFrustum[0]); lensFrustum[2] = w - lensFrustum[2]; w = noLensFrustum[2] - noLensFrustum[0]; noLensFrustum[0] = -(w + noLensFrustum[0]); noLensFrustum[2] = w - noLensFrustum[2]; viewport.x = 1 - (viewport.x + viewport.width); } // Indices var indices = new Uint16Array(2 * (width - 1) * (height - 1) * 6); var halfwidth = width / 2; var halfheight = height / 2; var vidx = 0; var iidx = 0; for (var e = 0; e < 2; e++) { for (var j = 0; j < height; j++) { for (var i = 0; i < width; i++, vidx++) { if (i === 0 || j === 0) { continue; } // Build a quad. Lower right and upper left quadrants have quads with // the triangle diagonal flipped to get the vignette to interpolate // correctly. if ((i <= halfwidth) == (j <= halfheight)) { // Quad diagonal lower left to upper right. indices[iidx++] = vidx; indices[iidx++] = vidx - width - 1; indices[iidx++] = vidx - width; indices[iidx++] = vidx - width - 1; indices[iidx++] = vidx; indices[iidx++] = vidx - 1; } else { // Quad diagonal upper left to lower right. indices[iidx++] = vidx - 1; indices[iidx++] = vidx - width; indices[iidx++] = vidx; indices[iidx++] = vidx - width; indices[iidx++] = vidx - 1; indices[iidx++] = vidx - width - 1; } } } } this._mesh.geometry.indices = indices; this._mesh.geometry.dirty(); } }); export default CardboardDistorter; |