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| <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>Barebones WebXR</title> |
| |
| <link href='css/common.css' rel='stylesheet'></link> |
| |
| </head> |
| <body> |
| <header> |
| <details open> |
| <summary>Barebones WebXR</summary> |
| <p> |
| This sample demonstrates extremely simple use of WebXR with no library |
| dependencies. It doesn't render anything exciting, just clears your |
| headset's display to a slowly changing color to prove it's working. |
| <a class="back" href="./">Back</a> |
| </p> |
| <button id="xr-button" disabled>XR not found</button> |
| </details> |
| </header> |
| <main style='text-align: center;'> |
| <p>Click 'Enter XR' to see content</p> |
| </main> |
| <script type="module"> |
| // XR globals. |
| let xrButton = document.getElementById('xr-button'); |
| let xrSession = null; |
| let xrRefSpace = null; |
| |
| // WebGL scene globals. |
| let gl = null; |
| |
| // Checks to see if WebXR is available and, if so, requests an XRDevice |
| // that is connected to the system and tests it to ensure it supports the |
| // desired session options. |
| function initXR() { |
| // Is WebXR available on this UA? |
| if (navigator.xr) { |
| // If the device allows creation of exclusive sessions set it as the |
| // target of the 'Enter XR' button. |
| navigator.xr.supportsSessionMode('immersive-vr').then(() => { |
| // Updates the button to start an XR session when clicked. |
| xrButton.addEventListener('click', onButtonClicked); |
| xrButton.innerHTML = 'Enter XR'; |
| xrButton.disabled = false; |
| }); |
| } |
| } |
| |
| // Called when the user clicks the button to enter XR. If we don't have a |
| // session already we'll request one, and if we do we'll end it. |
| function onButtonClicked() { |
| if (!xrSession) { |
| navigator.xr.requestSession({mode: 'immersive-vr'}).then(onSessionStarted); |
| } else { |
| xrSession.end(); |
| } |
| } |
| |
| // Called when we've successfully acquired a XRSession. In response we |
| // will set up the necessary session state and kick off the frame loop. |
| function onSessionStarted(session) { |
| xrSession = session; |
| xrButton.innerHTML = 'Exit XR'; |
| |
| // Listen for the sessions 'end' event so we can respond if the user |
| // or UA ends the session for any reason. |
| session.addEventListener('end', onSessionEnded); |
| |
| // Create a WebGL context to render with, initialized to be compatible |
| // with the XRDisplay we're presenting to. |
| let canvas = document.createElement('canvas'); |
| gl = canvas.getContext('webgl', { |
| xrCompatible: true |
| }); |
| |
| // Use the new WebGL context to create a XRWebGLLayer and set it as the |
| // sessions baseLayer. This allows any content rendered to the layer to |
| // be displayed on the XRDevice. |
| session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); |
| |
| // Get a frame of reference, which is required for querying poses. In |
| // this case an 'eye-level' frame of reference means that all poses will |
| // be relative to the location where the XRDevice was first detected. |
| session.requestReferenceSpace({ type: 'stationary', subtype: 'eye-level' }).then((refSpace) => { |
| xrRefSpace = refSpace; |
| |
| // Inform the session that we're ready to begin drawing. |
| session.requestAnimationFrame(onXRFrame); |
| }); |
| } |
| |
| // Called when the user clicks the 'Exit XR' button. In response we end |
| // the session. |
| function onEndSession(session) { |
| session.end(); |
| } |
| |
| // Called either when the user has explicitly ended the session (like in |
| // onEndSession()) or when the UA has ended the session for any reason. |
| // At this point the session object is no longer usable and should be |
| // discarded. |
| function onSessionEnded(event) { |
| xrSession = null; |
| xrButton.innerHTML = 'Enter VR'; |
| |
| // In this simple case discard the WebGL context too, since we're not |
| // rendering anything else to the screen with it. |
| gl = null; |
| } |
| |
| // Called every time the XRSession requests that a new frame be drawn. |
| function onXRFrame(t, frame) { |
| let session = frame.session; |
| |
| // Inform the session that we're ready for the next frame. |
| session.requestAnimationFrame(onXRFrame); |
| |
| // Get the XRDevice pose relative to the Frame of Reference we created |
| // earlier. |
| let pose = frame.getViewerPose(xrRefSpace); |
| |
| // Getting the pose may fail if, for example, tracking is lost. So we |
| // have to check to make sure that we got a valid pose before attempting |
| // to render with it. If not in this case we'll just leave the |
| // framebuffer cleared, so tracking loss means the scene will simply |
| // dissapear. |
| if (pose) { |
| |
| // If we do have a valid pose, bind the WebGL layer's framebuffer, |
| // which is where any content to be displayed on the XRDevice must be |
| // rendered. |
| gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer); |
| |
| // Update the clear color so that we can observe the color in the |
| // headset changing over time. |
| let time = Date.now(); |
| gl.clearColor(Math.cos(time / 2000), Math.cos(time / 4000), Math.cos(time / 6000), 1.0); |
| |
| // Clear the framebuffer |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| // Normally you'd loop through each of the views reported by the frame |
| // and draw them into the corresponding viewport here, but we're |
| // keeping this sample slim so we're not bothering to draw any |
| // geometry. |
| /*for (let view of pose.views) { |
| let viewport = session.renderState.baseLayer.getViewport(view); |
| gl.viewport(viewport.x, viewport.y, |
| viewport.width, viewport.height); |
| |
| // Draw something. |
| }*/ |
| } |
| } |
| |
| // Start the XR application. |
| initXR(); |
| </script> |
| </body> |
| </html> |