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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 with Multiview</title>
</head>
<body>
<header>
<details open>
<summary>Projection Layer with Multiview</summary>
<p>
This sample demonstrates a simple technique to reduce the number of
state changes an application needs to make while rendering, potentially
enabling better performance.
<a class="back" href="./">Back</a>
</p>
<p id="mv-status"></p>
<input type="checkbox" id="do_stencil_buffer">stencil buffer</input>
<input type="checkbox" id="do_antialias">antialias</input>
</details>
</header>
<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 { CubeSeaNode } from '../js/render/nodes/cube-sea.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();
}
// XR globals.
let do_stencil_buffer = document.getElementById('do_stencil_buffer');
let do_antialias = document.getElementById('do_antialias');
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
let xrGLFactory = null;
let xrFramebuffer = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let is_multisampled_supported = false;
let samples = 1;
let mv_ext = null;
let depthStencilTex = null;
scene.addNode(new CubeSeaNode({ imageUrl: '../media/textures/cube-sea.png' }));
scene.enableStats(false);
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) => {
let mvCompat = testMultiViewCompatibility();
if (!mvCompat) {
document.querySelector('#mv-status').textContent = "❌ - Multiview Unsupported";
} else {
document.querySelector('#mv-status').textContent = "✔️- Multiview Supported";
}
xrButton.enabled = supported && mvCompat;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function testMultiViewCompatibility() {
let tempWebGLContext = createWebGLContext({
xrCompatible: true,
webgl2: true
});
return tempWebGLContext.getExtension('OCULUS_multiview') != null;
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true,
webgl2: true
});
document.body.appendChild(gl.canvas);
samples = gl.getParameter(gl.MAX_SAMPLES);
mv_ext = gl.getExtension('OCULUS_multiview');
if (mv_ext) {
console.log("OCULUS_multiview extension is supported");
is_multisampled_supported = true;
}
else {
console.log("OCULUS_multiview extension is NOT supported");
}
if (!mv_ext) {
mv_ext = gl.getExtension('OVR_multiview2');
if (mv_ext) {
console.log("OVR_multiview2 extension is supported");
}
else {
console.log("Neither OCULUS_multiview nor OVR_multiview2 extension is NOT supported");
}
}
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
// Set up a non-black clear color so that we can see if something renders wrong.
gl.clearColor(0.1, 0.2, 0.3, 1.0);
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr', { requiredFeatures: ['layers'] }).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onVisibilityChange(event) {
console.log("Visibility change for "
+ (event.session.isImmersive ? "immersive" : "non-immersive")
+ " session: "
+ event.session.visibilityState);
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
session.addEventListener('visibilitychange', onVisibilityChange);
initGL();
if (session.isImmersive) {
renderer = new Renderer(gl, true /* multiview */);
scene.setRenderer(renderer);
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
let layer = xrGLFactory.createProjectionLayer({
textureType: "texture-array",
depthFormat: do_stencil_buffer.checked ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24
});
session.updateRenderState({ layers: [layer] });
} else {
renderer = new Renderer(gl, false /* multiview */);
scene.setRenderer(renderer);
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
}
let refSpaceType = session.isImmersive ? 'local' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
// In most samples moving forward we'll use this helper class rather
// than the reference space directly to inject the necessary logic
// for looking around an inline session with mouse and touch input.
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
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);
if (pose) {
let glLayer = null;
if (session.isImmersive) {
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
} else {
glLayer = session.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
gl.disable(gl.SCISSOR_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
let views = [];
for (let view of pose.views) {
let viewport = null;
if (session.isImmersive) {
glLayer = xrGLFactory.getViewSubImage(session.renderState.layers[0], view);
viewport = glLayer.viewport;
glLayer.framebuffer = xrFramebuffer;
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
if (views.length == 0) { // for multiview we need to set fbo only once
if (!is_multisampled_supported || !do_antialias.checked)
mv_ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glLayer.colorTexture, 0, 0, 2);
else
mv_ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glLayer.colorTexture, 0, samples, 0, 2);
if (glLayer.depthStencilTexture === null) {
if (depthStencilTex === null) {
console.log("MaxViews = " + gl.getParameter(mv_ext.MAX_VIEWS_OVR));
depthStencilTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, depthStencilTex);
gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.DEPTH_COMPONENT24, viewport.width, viewport.height, 2);
}
} else {
depthStencilTex = glLayer.depthStencilTexture;
}
if (!is_multisampled_supported || !do_antialias.checked)
mv_ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, depthStencilTex, 0, 0, 2);
else
mv_ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, depthStencilTex, 0, samples, 0, 2);
gl.disable(gl.SCISSOR_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
} else {
viewport = glLayer.getViewport(view);
}
views.push(new WebXRView(view, glLayer, viewport));
}
scene.drawViewArray(views);
}
scene.endFrame();
}
initXR();
</script>
</body>
</html>