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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>Cube Layer</title> |
| <!-- Stereo layer dependency --> |
| <script src="../js/wglu/wglu-program.js"></script> |
| <script src="../js/wglu/wglu-url.js"></script> |
| <script src="../js/stereo-util.js"></script> |
| </head> |
| |
| <body> |
| <header style="max-width: 800px;"> |
| <details open> |
| <summary>Cube Layer</summary> |
| <p> |
| This sample shows how to draw a scene into a cube layer. |
| Cube layers are mainly used for drawing static backgrounds that |
| only need to be drawn once or rarely need refreshing. The |
| same thing can be accomplished with projection layers, but |
| since projection layers redraw all objects every frame, cube |
| layers are a much more efficient alternative. |
| <a class="back" href="./index.html">Back</a> |
| </p> |
| <p> |
| Mono cubemap image by Eric Cheng<br /> |
| Stereo cubemap image by Jon Griffith |
| </p> |
| <input type="checkbox" id="cubeIsStereo">Stereo cube layer</input><br /> |
| </details> |
| </header> |
| <main style='text-align: center;'> |
| <p>Click 'Enter VR' to see content</p> |
| </main> |
| <script type="module"> |
| import { WebXRButton } from '../js/util/webxr-button.js'; |
| import { Scene, WebXRView } from '../js/render/scenes/scene.js'; |
| import { Renderer, createWebGLContext } from '../js/render/core/renderer.js'; |
| import { QueryArgs } from '../js/util/query-args.js'; |
| |
| const CUBE_TEXTURE_MONO_PATH = '../media/textures/mono_cube_map.png'; |
| const CUBE_TEXTURE_STEREO_PATH = '../media/textures/stereo_cube_map.png'; |
| |
| // 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 xrSession = null; |
| let xrRefSpace = null; |
| let xrGLFactory = null; |
| let xrFramebuffer = null; |
| let stereoUtil = null; |
| |
| // WebGL scene globals. |
| let gl = null; |
| let renderer = null; |
| let scene = new Scene(); |
| |
| // Layer globals |
| let projLayer = null; |
| let cubeLayer = null; |
| let cubeImageElement = null; |
| let cubeIsStereo = false; |
| let cubeFaceSize = 0; |
| |
| 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; |
| }); |
| } |
| } |
| |
| function onRequestSession() { |
| if (!xrSession) { |
| navigator.xr.requestSession('immersive-vr', { |
| requiredFeatures: ['layers'], |
| }).then(onSessionStarted); |
| } else { |
| onEndSession(); |
| } |
| } |
| |
| function initGL() { |
| if (gl) { return; } |
| gl = createWebGLContext({ xrCompatible: true, webgl2: true, }); |
| document.body.appendChild(gl.canvas); |
| gl.clearColor(0.0, 0, 0, 0.0); |
| |
| function onResize() { |
| gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio; |
| gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio; |
| } |
| window.addEventListener('resize', onResize); |
| onResize(); |
| |
| renderer = new Renderer(gl); |
| scene.setRenderer(renderer); |
| |
| // Util for rendering stereo layers |
| stereoUtil = new VRStereoUtil(gl); |
| } |
| |
| // We'll use the minimum of our system-imposed max cube map size and the |
| // size of an edge of a cube in our texture source image. |
| function getCubeTextureSize(imageElement) { |
| const glLimit = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); |
| const texSourceWidth = imageElement.width; |
| const texSourceHeight = imageElement.height; |
| return Math.min(glLimit, Math.min(texSourceWidth, texSourceHeight)); |
| } |
| |
| // This is a fairly expensive operation, since it involves slicing out |
| // pieces of the texure jpeg and potentially resizing them, but it only |
| // happens once on the initial render for a photo. |
| function copyCubestripToGLBuffer(tex, sourceImageElement, offset_in_faces) { |
| // the input texture cube face size. |
| const textureSourceCubeFaceSize = Math.min(sourceImageElement.width, sourceImageElement.height); |
| |
| // dont flip the pixels as we load them into the texture buffer. |
| // TEXTURE_CUBE_MAP expects the Y to be flipped for the faces and it already |
| // is flipped in our texture image. |
| gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); |
| |
| let cubefaceTextures = []; |
| |
| for (let i = 0; i < 6; i++) { |
| let tempCanvas = document.createElement("canvas"); |
| tempCanvas.width = tempCanvas.height = cubeFaceSize; |
| const tempCanvasContext = tempCanvas.getContext('2d'); |
| // Note that this call to drawImage will not only copy the bytes to the |
| // canvas but also could resized the image if our cube face size is |
| // smaller than the source image due to GL max texture size. |
| tempCanvasContext.drawImage( |
| sourceImageElement, |
| (i + offset_in_faces) * textureSourceCubeFaceSize, // top left x coord in source |
| 0, // top left y coord in source |
| textureSourceCubeFaceSize, // x pixel count from source |
| textureSourceCubeFaceSize, // y pixel count from source |
| 0, // dest x offset in the canvas |
| 0, // dest y offset in the canvas |
| cubeFaceSize, // x pixel count in dest |
| cubeFaceSize, // y pixel count in dest |
| ); |
| cubefaceTextures.push(tempCanvas); |
| } |
| |
| let errorCode = 0; |
| cubefaceTextures.forEach((canvas, i) => { |
| gl.texSubImage2D( |
| gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, |
| 0, |
| 0, 0, |
| gl.RGBA, |
| gl.UNSIGNED_BYTE, |
| canvas, |
| ); |
| errorCode = gl.getError(); |
| }); |
| |
| if (errorCode !== 0) { |
| console.log("renderingError, WebGL Error Code: " + errorCode); |
| } |
| |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); |
| } |
| |
| function onSessionStarted(session) { |
| xrSession = session; |
| scene.inputRenderer.useProfileControllerMeshes(session); |
| session.addEventListener('end', onSessionEnded); |
| |
| initGL(); |
| |
| xrFramebuffer = gl.createFramebuffer(); |
| xrGLFactory = new XRWebGLBinding(session, gl); |
| |
| cubeIsStereo = document.getElementById("cubeIsStereo").checked; |
| let cubeImagePath = cubeIsStereo ? |
| CUBE_TEXTURE_STEREO_PATH : |
| CUBE_TEXTURE_MONO_PATH; |
| |
| session.requestReferenceSpace('local').then((refSpace) => { |
| xrRefSpace = refSpace; |
| projLayer = xrGLFactory.createProjectionLayer({ space: refSpace, stencil: false }); |
| session.updateRenderState({ layers: [projLayer] }); |
| |
| // Loading texture is async, create layer and update render state when done |
| let imageElement = document.createElement('img'); |
| imageElement.src = cubeImagePath; |
| imageElement.onload = function () { |
| imageElement = flipImage(imageElement); |
| cubeFaceSize = getCubeTextureSize(imageElement); |
| cubeImageElement = imageElement; |
| cubeLayer = xrGLFactory.createCubeLayer({ |
| space: refSpace, |
| viewPixelWidth: cubeFaceSize, |
| viewPixelHeight: cubeFaceSize, |
| layout: cubeIsStereo ? "stereo" : "mono", |
| isStatic: true |
| }); |
| session.updateRenderState({ layers: [cubeLayer, projLayer] }); |
| } |
| |
| session.requestAnimationFrame(onXRFrame); |
| }); |
| } |
| |
| function flipImage(inputImage) { |
| const outputImage = document.createElement("canvas"); |
| outputImage.width = inputImage.naturalWidth; |
| outputImage.height = inputImage.naturalHeight; |
| const ctx = outputImage.getContext("2d"); |
| ctx.scale(-1, 1); |
| ctx.drawImage(inputImage, -outputImage.width, 0); |
| return outputImage; |
| } |
| |
| function onEndSession() { |
| xrSession.end(); |
| } |
| |
| function onSessionEnded(event) { |
| if (event.session.isImmersive) { |
| xrButton.setSession(null); |
| cubeImageElement = null; |
| } |
| xrSession = null; |
| gl = null; |
| } |
| |
| function onXRFrame(time, frame) { |
| let pose = frame.getViewerPose(xrRefSpace); |
| xrSession.requestAnimationFrame(onXRFrame); |
| |
| if (cubeLayer && cubeLayer.needsRedraw) { |
| if (!cubeIsStereo) { |
| let glayer = xrGLFactory.getSubImage(cubeLayer, frame); |
| copyCubestripToGLBuffer(glayer.colorTexture, cubeImageElement, 0); |
| } else { |
| let offset = 0; |
| for (let eye of ["right", "left"]) { |
| let glayer = xrGLFactory.getSubImage(cubeLayer, frame, eye); |
| copyCubestripToGLBuffer(glayer.colorTexture, cubeImageElement, offset * 6); |
| ++offset; |
| } |
| } |
| } |
| |
| if (pose) { |
| gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer); |
| scene.updateInputSources(frame, xrRefSpace); |
| |
| let views = []; |
| for (let view of pose.views) { |
| let viewport = null; |
| let glLayer = xrGLFactory.getViewSubImage(projLayer, view); |
| glLayer.framebuffer = xrFramebuffer; |
| viewport = glLayer.viewport; |
| gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glLayer.colorTexture, 0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0); |
| views.push(new WebXRView(view, glLayer, viewport)); |
| } |
| scene.drawViewArray(views); |
| } |
| scene.endFrame(); |
| } |
| |
| initXR(); |
| </script> |
| </body> |
| |
| </html> |