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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>Fallback Rendering</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>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Fallback Rendering</summary>
<p>
This sample demonstrates a way to fallback to rendering the scene when
WebXR isn't available.
<a class="back" href="./">Back</a>
</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} from './js/cottontail/src/math/gl-matrix.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let xrNonImmersiveRefSpace = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: '../media/gltf/space/space.gltf'}));
scene.addNode(new SkyboxNode({url: '../media/textures/milky-way-4k.png'}));
let projectionMatrix = mat4.create();
let viewMatrix = mat4.create();
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.supportsSessionMode('immersive-vr').then(() => {
xrButton.enabled = true;
});
navigator.xr.requestSession().then(onSessionStarted);
} else {
// If navigator.xr isn't present in the browser then we need to use
// the fallback rendering path.
initFallback();
}
}
// When we hit the fallback path, we'll need to initialize a few extra
// variables in order to render correctly.
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
// Using a simple identity matrix for the view.
mat4.identity(viewMatrix);
// We need to track the canvas size in order to resize the WebGL
// backbuffer width and height, as well as update the projection matrix
// and adjust the viewport.
function onResize() {
gl.canvas.width = gl.canvas.offsetWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.offsetHeight * window.devicePixelRatio;
mat4.perspective(projectionMatrix, Math.PI*0.4,
gl.canvas.width/gl.canvas.height,
0.1, 1000.0);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
}
window.addEventListener('resize', onResize);
onResize();
// We'll kick off the render loop using the window's
// requestAnimationFrame function.
window.requestAnimationFrame(onWindowFrame);
}
// Since both the XR and fallback paths need to do the same WebGL
// initialization code, we've moved that code out to it's own function.
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onRequestSession() {
navigator.xr.requestSession({ mode: 'immersive-vr' }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
let outputCanvas = document.createElement('canvas');
document.body.appendChild(outputCanvas);
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl),
outputContext: outputCanvas.getContext('xrpresent')
});
session.requestReferenceSpace({ type: 'stationary', subtype: 'eye-level' }).then((refSpace) => {
if (session.mode.startsWith('immersive')) {
xrImmersiveRefSpace = refSpace;
} else {
xrNonImmersiveRefSpace = refSpace;
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.mode.startsWith('immersive')) {
xrButton.setSession(null);
}
if (event.session.renderState.outputContext) {
document.body.removeChild(event.session.renderState.outputContext.canvas);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.mode.startsWith('immersive') ?
xrImmersiveRefSpace :
xrNonImmersiveRefSpace;
let pose = frame.getViewerPose(refSpace);
session.requestAnimationFrame(onXRFrame);
scene.startFrame();
if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (let view of pose.views) {
let viewport = session.renderState.baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
scene.draw(view.projectionMatrix, view.viewMatrix);
}
}
scene.endFrame();
}
// This is the bulk of the fallback rendering loop. Notice that it looks
// a lot like a simplified version of the XR frame loop. Samples after
// this one will do some work to hide this for code readability purposes.
function onWindowFrame(t) {
window.requestAnimationFrame(onWindowFrame);
scene.startFrame();
// We can skip setting the framebuffer and viewport every frame, because
// it won't change from frame to frame and we're updating the viewport
// only when we resize for efficency.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// We're drawing with our own projection and view matrix now, and we
// don't have a list of view to loop through, but otherwise all of the
// WebGL drawing logic is exactly the same.
scene.draw(projectionMatrix, viewMatrix);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>