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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>Barebones VR</title>
</head>
<body>
<header>
<details open>
<summary>Barebones VR</summary>
<p>
This sample demonstrates extremely simple use of an "immersive-vr"
session 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" class="barebones-button" disabled>XR not found</button>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter VR' to see content</p>
</main>
<script>
(function () {
'use strict';
// 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.isSessionSupported('immersive-vr').then((supported) => {
if (supported) {
// Updates the button to start an XR session when clicked.
xrButton.addEventListener('click', onButtonClicked);
xrButton.textContent = 'Enter VR';
xrButton.disabled = false;
}
});
}
}
// Called when the user clicks the button to enter XR. If we don't have a
// session we'll request one, and if we do have a session we'll end it.
function onButtonClicked() {
if (!xrSession) {
navigator.xr.requestSession('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.textContent = 'Exit VR';
// 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 reference space, which is required for querying poses. In this
// case an 'local' reference space 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 either when the user has explicitly ended the session by calling
// session.end() 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.textContent = '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(time, 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 reference space 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);
// Update the clear color so that we can observe the color in the
// headset changing over time.
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 = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
// Draw a scene using view.projectionMatrix as the projection matrix
// and view.transform to position the virtual camera. If you need a
// view matrix, use view.transform.inverse.matrix.
}*/
}
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>