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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 (For Chrome M76+), origin = storage.googleapis.com, expires = 2019-07-24 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M76+)" data-expires="2019-07-24" content="Ap6io/uhkGK7vXCD+golNnQfj8wJ4so790EzZoqb8YOljMXIBTvBEQFPTHYIz5d/BgtuwZTKOLrmHAOt30f38g8AAABxeyJvcmlnaW4iOiJodHRwczovL3N0b3JhZ2UuZ29vZ2xlYXBpcy5jb206NDQzIiwiZmVhdHVyZSI6IldlYlhSRGV2aWNlTTc2IiwiZXhwaXJ5IjoxNTY0MDA5MzU2LCJpc1N1YmRvbWFpbiI6dHJ1ZX0=">
<title>Magic Window</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/xrray-polyfill.js' type='module'></script>
<script src='js/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
<script>
var inlineSession = null
function updateFOV() {
var fov = document.getElementById("vertFOV").value;
if (inlineSession) {
inlineSession.updateRenderState({
inlineVerticalFieldOfView: fov
});
}
}
</script>
</head>
<body>
<header>
<details open>
<summary>Magic Window</summary>
<p>
This sample demonstrates use of a non-immersive XRSession to present
'Magic Window' content prior to entering XR presentation with an
immersive session. The viewer pose can be adjusted by clicking and
dragging with mouse or touch.
</p>
<p>
<a class="back" href="./index.html">Back</a>
</p>
<p>
You can also modify the vertical FOV. The browser will clamp
the value between 0.01 and 3.13 inclusive.
</p>
<p>
<!-- Note: Not clamping the input box so we can validate 'bad' values -->
<label for="vertFOV">Vertical FOV (Radians): </label>
<input id="vertFOV" type="number" value="1.57">
<button onclick="updateFOV()">Update</button>
</p>
</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 {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
import {QueryArgs} from './js/cottontail/src/util/query-args.js';
import {SkyboxNode} from './js/cottontail/src/nodes/skybox.js';
import {mat4, vec3, quat} from './js/cottontail/src/math/gl-matrix.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// Shh! Nothing to see here, move along.
let arMode = QueryArgs.getBool('arMode', false);
// XR globals.
let xrButton = null;
let xrRefSpaces = {};
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let solarSystem = new Gltf2Node({url: '../media/gltf/space/space.gltf'});
scene.addNode(solarSystem);
if (arMode) {
solarSystem.scale = [0.2, 0.2, 0.2];
} else {
scene.addNode(new SkyboxNode({url: '../media/textures/milky-way-4k.png'}));
}
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: requestImmersiveSession,
onEndSession: session => session.end(),
supportedSessionTypes: ['immersive-vr']
});
xrButton.addToHeader();
// Pick an arbitrary device for the magic window content and start
// up a non-immersive non-local session.
requestInlineSession()
.then(session => {
// Once the initial inline session has been set up, create a session
// supporting the local reference space when we have user activation.
gl.canvas.addEventListener('touchend', () => {
session.end().then(() => requestInlineSession({optionalFeatures: ['local']}))
}, { once: true });
});
}
function requestSession(mode, options) {
if (navigator.xr) {
return navigator.xr.requestSession(mode, options).then(session => {
session.mode = mode;
return session;
});
} else {
return Promise.reject();
}
}
function requestImmersiveSession(options) {
return requestSession('immersive-vr', options).then(session => {
xrButton.setSession(session);
session.addEventListener('end', () => xrButton.setSession(null));
return onSessionStarted(session);
});
}
function requestInlineSession(options) {
return requestSession('inline', options).then(session => {
console.assert(inlineSession === null);
inlineSession = session;
session.addEventListener('end', () => inlineSession = null);
updateFOV();
return onSessionStarted(session);
});
}
function onSessionStarted(session) {
if (!gl) {
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize () {
gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio);
gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio);
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
// Make the canvas listen for touch events so that we can adjust the
// viewer pose accordingly in inline sessions.
gl.canvas.addEventListener("touchstart", onTouchStart);
gl.canvas.addEventListener("touchend", onTouchEnd);
gl.canvas.addEventListener("touchcancel", onTouchCancel);
gl.canvas.addEventListener("touchmove", onTouchMove);
}
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl)
});
// Try to get a local reference space, if possible
session.requestReferenceSpace('local')
.catch(e => {
if (session.mode === 'inline') {
// We can accept failure to get local reference space for inline sessions.
// Our underlying platform may not support local reference spaces, but a viewer space is guaranteed.
return session.requestReferenceSpace('viewer');
} else {
throw e;
}
}).then(refSpace => {
// Since we're dealing with multple sessions now we need to track
// which XRReferenceSpace is associated with which XRSession.
console.assert(!xrRefSpaces[session.mode]);
xrRefSpaces[session.mode] = refSpace;
session.addEventListener('end', () => xrRefSpaces[session.mode] = null);
session.requestAnimationFrame(onXRFrame);
});
return session;
}
// Allow the user to click and drag the mouse (or touch and drag the
// screen on handheld devices) to adjust the viewer pose for inline
// sessions.
let lookYaw = 0;
let lookPitch = 0;
const lookSpeed = 0.0025;
function processMoveEvent(dx, dy) {
lookYaw += dx * lookSpeed;
lookPitch += dy * lookSpeed;
if (lookPitch < -Math.PI*0.5)
lookPitch = -Math.PI*0.5;
if (lookPitch > Math.PI*0.5)
lookPitch = Math.PI*0.5;
}
window.addEventListener('mousemove', (ev) => {
// Only rotate when the left button is pressed
if (ev.buttons && 1) {
processMoveEvent(ev.movementX, ev.movementY);
}
});
// Keep track of touch-related state so that users can touch and drag on
// the canvas to adjust the viewer pose in an inline session.
let primaryTouch = undefined;
let prevTouchX = undefined;
let prevTouchY = undefined;
let currentTouches = new Set();
// Keep track of all active touches, but only use the first touch to
// adjust the viewer pose.
function onTouchStart(event) {
let touches = event.changedTouches;
for (let i = 0; i < touches.length; ++i) {
let touch = touches[i];
let id = touch.identifier;
if (primaryTouch == undefined) {
primaryTouch = id;
prevTouchX = touch.pageX;
prevTouchY = touch.pageY;
}
currentTouches.add(id);
}
}
// Update the set of active touches now that one or more touches finished.
// If the primary touch just finished, update the viewer pose based on the
// final touch movement.
function onTouchEnd(event) {
let touches = event.changedTouches;
for (let i = 0; i < touches.length; ++i) {
let touch = touches[i];
let id = touch.identifier;
if (id == primaryTouch) {
let dx = touch.pageX - prevTouchX;
let dy = touch.pageY - prevTouchY;
processMoveEvent(dx, dy);
primaryTouch = undefined;
}
currentTouches.delete(id);
}
}
// Update the set of active touches now that one or more touches was
// cancelled. Don't update the viewer pose when the primary touch was
// cancelled.
function onTouchCancel(event) {
let touches = event.changedTouches;
for (let i = 0; i < touches.length; ++i) {
let touch = touches[i];
let id = touch.identifier;
if (id == primaryTouch) {
primaryTouch = undefined;
}
currentTouches.delete(id);
}
}
// Only use the delta between the most recent and previous events for the
// primary touch. Ignore the other touches.
function onTouchMove(event) {
let touches = event.changedTouches;
for (let i = 0; i < touches.length; ++i) {
let touch = touches[i];
let id = touch.identifier;
if (id == primaryTouch) {
let dx = touch.pageX - prevTouchX;
let dy = touch.pageY - prevTouchY;
processMoveEvent(dx, dy);
prevTouchX = touch.pageX;
prevTouchY = touch.pageY;
}
}
}
// XRReferenceSpace offset is immutable, so return a new reference space
// that has an updated orientation.
function getAdjustedRefSpace(refSpace) {
// Represent the rotational component of the reference space as a
// quaternion.
let invOrientation = quat.create();
quat.rotateX(invOrientation, invOrientation, -lookPitch);
quat.rotateY(invOrientation, invOrientation, -lookYaw);
let xform = new XRRigidTransform(
{x: 0, y: 0, z: 0},
{x: invOrientation[0], y: invOrientation[1], z: invOrientation[2], w: invOrientation[3]});
return refSpace.getOffsetReferenceSpace(xform);
}
// Called every time a XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
// Per-frame scene setup. Nothing WebXR specific here.
scene.startFrame();
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
// Ensure that we're using the right reference space for the session.
let refSpace = xrRefSpaces[session.mode];
// Account for the click-and-drag mouse movement or touch movement when
// calculating the viewer pose for inline sessions.
if (session.mode == 'inline') {
refSpace = getAdjustedRefSpace(refSpace);
}
let pose = frame.getViewerPose(refSpace);
// In most other samples, these rendering details will be handeld by
// cottontail by calling scene.drawXRFrame.
if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
if (!arMode) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
// Loop through each of the views reported by the frame and draw them
// into the corresponding viewport.
for (let view of pose.views) {
let viewport = session.renderState.baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
// Draw this view of the scene. What happens in this function really
// isn't all that important. What is important is that it renders
// into the XRWebGLLayer's framebuffer, using the viewport into that
// framebuffer reported by the current view, and using the
// projection and view matricies from the current view and pose.
// We bound the framebuffer and viewport up above, and are passing
// in the appropriate matrices here to be used when rendering.
scene.draw(view.projectionMatrix, view.transform.inverse.matrix);
}
} else {
// There's several options for handling cases where no pose is given.
// The simplest, which these samples opt for, is to simply not draw
// anything. That way the device will continue to show the last frame
// drawn, possibly even with reprojection. Alternately you could
// re-draw the scene again with the last known good pose (which is now
// likely to be wrong), clear to black, or draw a head-locked message
// for the user indicating that they should try to get back to an area
// with better tracking. In all cases it's possible that the device
// may override what is drawn here to show the user it's own error
// message, so it should not be anything critical to the application's
// use.
}
// Per-frame scene teardown. Nothing WebXR specific here.
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>