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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>Projection Layer</title>
</head>
<body>
<header style="max-width: 800px;">
<details open>
<summary>Projection Layer</summary>
<p>
This sample shows how to draw a scene into a projection layer.
Projection layers are used for rendering interactive/constantly
changing elements that need to be redrawn every frame, like
controllers or menu systems/other UI elements.
<a class="back" href="./index.html">Back</a>
</p>
</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 { 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 xrSession = null;
let xrRefSpace = null;
let xrGLFactory = null;
let xrFramebuffer = 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' }));
// Layer globals
let proj_layer = null;
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; }
// Create a WebGL context to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
gl = createWebGLContext({ xrCompatible: true, webgl2: true, });
document.body.appendChild(gl.canvas);
gl.clearColor(0.8, 0.8, 0.8, 1);
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);
}
// 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;
// Render correct controller models if supported by WebXR input profile
scene.inputRenderer.useProfileControllerMeshes(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);
initGL();
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
proj_layer = xrGLFactory.createProjectionLayer({ space: refSpace, stencil: false });
session.updateRenderState({ layers: [proj_layer] });
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession() {
xrSession.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
xrSession = null;
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
gl = null;
}
function onXRFrame(time, frame) {
let pose = frame.getViewerPose(xrRefSpace);
xrSession.requestAnimationFrame(onXRFrame);
if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
// process input and update input sources every frame
scene.updateInputSources(frame, xrRefSpace);
let views = [];
for (let view of pose.views) {
let viewport = null;
let glLayer = xrGLFactory.getViewSubImage(proj_layer, 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);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(viewport.x, viewport.y, viewport.width, viewport.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);
// Gather all the values needed for one view and push it into the
// array of views to be drawn. WebXRView is a utility class that
// holds all the necessary values for drawing a single view.
// In future samples we'll hide this part away as well by using the
// scene.drawXRViews() function, which handles gathering these
// values internally.
views.push(new WebXRView(view, glLayer, viewport));
}
scene.drawViewArray(views);
}
scene.endFrame();
}
initXR();
</script>
</body>
</html>