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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> |