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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> |