blob: 76100daba0fb50215ee78989c7e03c18154699f8 [file] [log] [blame]
<!doctype html>
<!--
Copyright 2018 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
<meta name='mobile-web-app-capable' content='yes'>
<meta name='apple-mobile-web-app-capable' content='yes'>
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
<title>Scene tester</title>
<link href='css/common.css' rel='stylesheet'></link>
<!--The polyfill is not needed for browser that have native API support,
but is linked by these samples for wider compatibility.-->
<!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
<script src='js/webxr-polyfill.js'></script>
<style>
#scene-select {
position: absolute;
z-index: 2;
}
</style>
</head>
<body>
<header>
<details open>
<summary>Module Tester</summary>
<p>
Just a simple test page to allow developers to test sample scenes
without a headset.<br/>
WASD + Mouse Click/Drag to move.
</p>
<select id='scene-select'>
<option value='void' selected>Void</option>
<option value='cube-sea'>Cube Sea</option>
<option value='space'>Space (glTF)</option>
<option value='camp'>Camp (glTF)</option>
<option value='cave'>Cave (glTF)</option>
<option value='garage'>Garage (glTF)</option>
<option value='cube-room'>Cube Room (glTF)</option>
<option value='home-theater'>Home Theater (glTF)</option>
</select>
</details>
</header>
<script type="module">
import {Scene} from './js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
import {UrlTexture} from './js/cottontail/src/core/texture.js';
import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';
import {ButtonNode} from './js/cottontail/src/nodes/button.js';
import {CubeSeaNode} from './js/cottontail/src/nodes/cube-sea.js';
import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
import {mat4, vec3} from './js/cottontail/src/math/gl-matrix.js';
const IDENTITY_MATRIX = new Float32Array([1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 1.6, 0, 1]);
let projectionMat = mat4.create();
let viewMat = mat4.create();
let scene = null;
let gl = createWebGLContext({antialias: false});
document.body.appendChild(gl.canvas);
let renderer = new Renderer(gl);
let boxNodes = [];
function setScene(newScene) {
scene = newScene;
scene.standingStats(true);
scene.addNode(new SkyboxNode({url: '../media/textures/milky-way-4k.png'}));
let stereo = new Gltf2Node({url: '../media/gltf/stereo/stereo.gltf'});
stereo.selectable = true;
boxNodes.push(stereo);
scene.addNode(stereo);
scene.setRenderer(renderer);
let boxBuilder = new BoxBuilder();
function addBox(x, y, z) {
boxBuilder.pushCube([x, y, z], 0.3);
let boxPrimitve = boxBuilder.primitiveStream.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.0, 0.3, 1.0, 1.0];
let node = renderer.createMesh(boxPrimitve, boxMaterial);
node.selectable = true;
scene.addNode(node);
boxNodes.push(node);
boxBuilder.clear();
}
/*addBox(0, 0, -1.0);
addBox(-0.7, 0, -1.0);
addBox(0.7, 0, -1.0);
addBox(0, -0.7, -1.0);
addBox(0, 0.7, -1.0);
addBox(-0.7, -0.7, -1.0);
addBox(0.7, -0.7, -1.0);
addBox(-0.7, 0.7, -1.0);
addBox(0.7, 0.7, -1.0);*/
let button = new ButtonNode(new UrlTexture('../media/textures/play-button.png'), () => {
// Do something?
button.iconTexture = new UrlTexture('../media/textures/pause-button.png');
console.log("Button clicked");
});
scene.addNode(button);
}
function onResize () {
gl.canvas.width = gl.canvas.offsetWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.offsetHeight * window.devicePixelRatio;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
mat4.perspective(projectionMat, Math.PI*0.4,
gl.canvas.width/gl.canvas.height,
0.1, 1000.0);
}
window.addEventListener('resize', onResize);
onResize();
// Simple flight controls
let pressedKeys = new Array(256);
let selectStarted = false;
let selectPending = false;
let lookYaw = 0;
let lookPitch = 0;
let lookPos = [0, 0, 0];
const lookSpeed = 0.0025;
const moveSpeed = 0.0025;
window.addEventListener('keydown', (ev) => pressedKeys[ev.keyCode] = true);
window.addEventListener('keyup', (ev) => pressedKeys[ev.keyCode] = false);
window.addEventListener('mousemove', (ev) => {
// Only rotate when the left button is pressed
if (ev.buttons && 1) {
lookYaw += ev.movementX * lookSpeed;
lookPitch += ev.movementY * lookSpeed;
if (lookPitch < -Math.PI*0.5)
lookPitch = -Math.PI*0.5;
if (lookPitch > Math.PI*0.5)
lookPitch = Math.PI*0.5;
}
});
function updateView(delta) {
if (pressedKeys[' '.charCodeAt(0)]) {
selectStarted = true;
} else if (selectStarted) {
selectStarted = false;
selectPending = true;
}
let moveDir = [0, 0, 0];
if(pressedKeys['W'.charCodeAt(0)]) {
moveDir[2] += 1;
}
if(pressedKeys['S'.charCodeAt(0)]) {
moveDir[2] -= 1;
}
if(pressedKeys['A'.charCodeAt(0)]) {
moveDir[0] += 1;
}
if(pressedKeys['D'.charCodeAt(0)]) {
moveDir[0] -= 1;
}
vec3.normalize(moveDir, moveDir);
vec3.scale(moveDir, moveDir, delta * moveSpeed);
mat4.identity(viewMat);
mat4.rotateY(viewMat, viewMat, -lookYaw);
mat4.rotateX(viewMat, viewMat, -lookPitch);
vec3.transformMat4(moveDir, moveDir, viewMat);
vec3.add(lookPos, lookPos, moveDir);
mat4.identity(viewMat);
mat4.rotateX(viewMat, viewMat, lookPitch);
mat4.rotateY(viewMat, viewMat, lookYaw);
mat4.translate(viewMat, viewMat, lookPos);
};
let selectedNode = null;
function checkRay(targetRay) {
if (selectedNode) {
//selectedNode.visible = true;
}
let hitResult = scene.hitTest(targetRay);
if (hitResult) {
selectedNode = hitResult.node;
//selectedNode.visible = false;
scene.inputRenderer.addCursor(hitResult.intersection);
} else {
selectedNode = null;
}
}
let targetRayMatrix = mat4.create();
function onGLFrame(t) {
window.requestAnimationFrame(onGLFrame);
if (!scene)
return;
let frameDelta = scene.startFrame();
updateView(frameDelta);
let cursorPos = vec3.fromValues(0, 0, -2.0);
mat4.invert(targetRayMatrix, viewMat);
vec3.transformMat4(cursorPos, cursorPos, targetRayMatrix);
scene.inputRenderer.addCursor(cursorPos);
let mat = mat4.create();
mat4.identity(mat);
mat4.translate(mat, mat, [Math.sin(t / 1000), 0, Math.cos(t / 1000)]);
mat4.rotateY(mat, mat, t / 1000);
for (let boxNode of boxNodes) {
boxNode.matrix = mat;
}
checkRay(targetRayMatrix);
if (selectPending) {
selectPending = false;
scene.handleSelectPointer(targetRayMatrix);
}
gl.clear(gl.DEPTH_BUFFER_BIT);
scene.draw(projectionMat, viewMat);
scene.endFrame();
}
window.requestAnimationFrame(onGLFrame);
let sceneSelect = document.getElementById('scene-select');
function onSceneSelected() {
let scene = new Scene();
switch(sceneSelect.value) {
case 'void':
break;
case 'cube-sea':
scene.addNode(new CubeSeaNode());
break;
default:
scene.addNode(new Gltf2Node({url: `../media/gltf/${sceneSelect.value}/${sceneSelect.value}.gltf`}));
break;
}
setScene(scene);
}
sceneSelect.addEventListener('change', onSceneSelected);
onSceneSelected();
</script>
</body>
</html>