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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>Spectator Mode</title>
</head>
<body>
<header>
<details open>
<summary>Spectator Mode</summary>
<p>
This sample demonstrates how to render a separate, 3rd person view of
the scene to an external monitor if one is available. This sample is
not applicable to mobile or standalone devices.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
</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 {mat4, quat} from './js/render/math/gl-matrix.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.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();
}
const autoSpectate = QueryArgs.getBool('autoSpectate', false);
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: 'media/gltf/garage/garage.gltf'}));
scene.standingStats(true);
// Indicates if we are currently presenting a spectator view of the
// scene to an external display.
let spectatorMode = false;
let spectatorButton = null;
let spectatorProjectionMatrix = mat4.create();
let spectatorQuat = quat.create();
let headset = null;
// Set up a view point in a corner of the garage scene near
// near the ceiling and looking down at the origin/user.
quat.rotateY(spectatorQuat, spectatorQuat, Math.PI * -0.25);
quat.rotateX(spectatorQuat, spectatorQuat, Math.PI * -0.15);
const spectatorTransform = new XRRigidTransform(
{x: -1.75, y: 2.0, z: 1.75},
{x: spectatorQuat[0], y: spectatorQuat[1], z: spectatorQuat[2], w: spectatorQuat[3]}
);
let mainElement = document.querySelector('main');
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
onResize();
window.addEventListener('resize', onResize);
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
// When the exclusive session starts, add a button to the page that
// users can click to start the spectator mode. It's important to not
// begin presenting spectator mode right away, because on some devices
// that may mean doing additional work that the user can't see. By
// requiring a button click first you're ensuring that the user CAN
// still access the 2D page somehow.
if (!autoSpectate) {
spectatorButton = document.createElement('button');
spectatorButton.textContent = 'Enable spectator mode';
spectatorButton.addEventListener('click', onEnableSpectatorMode);
mainElement.appendChild(spectatorButton);
// Hide the non-exclusive session's output canvas so that we can see
// the button.
gl.canvas.style.display = 'none';
} else {
// This is really just for debugging, since it's useful to have
// spectator mode start automatically in some testing scenarios.
onEnableSpectatorMode();
}
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
let refSpaceType = session.isImmersive ? 'local-floor' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
inlineViewerHelper.setHeight(1.6);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
// When we exit the inline session stop presenting the spectator view.
if (spectatorMode) {
spectatorMode = false;
}
// Remove the spectator button if needed.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Show the WebGL canvas again if it was hidden.
gl.canvas.style.display = '';
}
}
// Called when the user clicks the button to enable spectator mode.
function onEnableSpectatorMode() {
spectatorMode = true;
// Show the WebGL canvas
gl.canvas.style.display = '';
onResize();
// Remove the spectator button, since it's no longer needed. You could
// alternately change the button's function to disable spectator mode.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Load up a mesh that we can use to visualize the headset's pose.
if (!headset) {
headset = new Gltf2Node({url: 'media/gltf/headset/headset.gltf'});
scene.addNode(headset);
}
}
function onResize () {
let scaleFactor = window.devicePixelRatio;
if (spectatorMode) {
// The spectator view does take time to render, and can impact the
// performance of the in-headset view. To help mitigate that, we'll
// draw the spectator view at half the native resolution.
scaleFactor /= 2.0;
}
gl.canvas.width = (gl.canvas.offsetWidth * scaleFactor);
gl.canvas.height = (gl.canvas.offsetHeight * scaleFactor);
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
// If spectator mode is active, draw a 3rd person view of the scene to
// the WebGL context's default backbuffer.
if (spectatorMode && pose) {
// Bind the WebGL context's default framebuffer, so that the rendered
// content shows up in the canvas element.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Set the viewport to the whole canvas
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// Set up a sensible projection matrix for the canvas
mat4.perspective(spectatorProjectionMatrix, Math.PI*0.4,
gl.drawingBufferWidth / gl.drawingBufferHeight,
session.renderState.depthNear,
session.renderState.depthFar);
// Update the headset's pose to match the user's and make it visible
// for this draw.
if (headset) {
headset.visible = true;
headset.matrix = pose.transform.matrix;
}
// Draw the spectator view of the scene.
scene.draw(spectatorProjectionMatrix, spectatorTransform);
// Ensure the headset isn't visible in the VR view.
if (headset) {
headset.visible = false;
}
}
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>