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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'>
<link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png'>
<link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'>
<link rel='stylesheet' href='css/common.css'>
<title>Immersive VR Session</title>
</head>
<body>
<header>
<details open>
<summary>Immersive VR Session</summary>
<p>
This sample demonstrates how to use an 'immersive-vr' XRSession to
present a simple WebGL scene to an XR device. The scene is not
rendered to the page.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter XR' to see content</p>
</main>
<script type="module">
import {WebXRButton} from './js/util/webxr-button.js';
import {Scene} from './js/render/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
import {Gltf2Node} from './js/render/nodes/gltf2.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {QueryArgs} from './js/util/query-args.js';
// If requested, use the polyfill to provide support for mobile devices
// and devices which only support WebVR.
import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
if (QueryArgs.getBool('usePolyfill', true)) {
let polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrRefSpace = 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'}));
// Checks to see if WebXR is available and, if so, queries a list of
// XRDevices that are connected to the system.
function initXR() {
// Adds a helper button to the page that indicates if any XRDevices are
// available and let's the user pick between them if there's multiple.
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
// 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.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
}
}
// Called when the user selects a device to present to. In response we
// will request an exclusive session from that device.
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr').then(onSessionStarted);
}
// 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) {
// This informs the 'Enter XR' button that the session has started and
// that it should display 'Exit XR' instead.
xrButton.setSession(session);
// 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.
gl = createWebGLContext({
xrCompatible: true
});
// Create a renderer with that GL context (this is just for the samples
// framework and has nothing to do with WebXR specifically.)
renderer = new Renderer(gl);
// Set the scene's renderer, which creates the necessary GPU resources.
scene.setRenderer(renderer);
// 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 'local' frame of reference means that all poses will
// be relative to the location where the XRDevice was first detected.
session.requestReferenceSpace('local').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) {
xrButton.setSession(null);
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
renderer = null;
}
// Called every time the 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);
// 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
// disappear.
if (pose) {
let glLayer = session.renderState.baseLayer;
// 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, glLayer.framebuffer);
// Clear the framebuffer
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 = glLayer.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 matrix and view transform from the current view.
// 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);
}
} 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>