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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>Layer VS Non-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>Layer VS Non-Layer</summary>
<p>
This sample is an A/B test quality comparison of rendering the
same square texture using a quad layer vs drawing the texture
directly into the scene. The image on the left is rendered with a
quad layer, while the image on the right is drawn
into the projection layer as a simple texture.
<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 { QueryArgs } from '../js/util/query-args.js';
import { loadTexture } from '../js/util/texture-loader.js';
import { QuadNode } from '../js/render/nodes/quad-texture.js';
const QUAD_TEXTURE_MONO_PATH = '../media/textures/eilenriede-park-2k.png';
const CYLD_TEXTURE_MONO_PATH = '../media/textures/annotation.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();
let textureNode = new QuadNode(QUAD_TEXTURE_MONO_PATH, 2);
textureNode.translation = [1, 0, -2];
scene.addNode(textureNode);
// Layer globals
let projLayer = null;
let quadLayer = null;
let quadImageElement = null;
let quadTexture = null;
let quadTextureWidth = 0;
let quadTextureHeight = 0;
let cyldLayer = null;
let cyldImageElement = null;
let cyldTexture = null;
let cyldTextureWidth = 0;
let cyldTextureHeight = 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);
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);
}
function onSessionStarted(session) {
xrSession = session;
scene.inputRenderer.useProfileControllerMeshes(session);
session.addEventListener('end', onSessionEnded);
initGL();
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
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
quadTexture = loadTexture(gl, QUAD_TEXTURE_MONO_PATH, (w, h) => {
quadTextureWidth = w;
quadTextureHeight = h;
quadLayer = xrGLFactory.createQuadLayer({
space: refSpace,
viewPixelWidth: quadTextureWidth,
viewPixelHeight: quadTextureHeight,
layout: "mono",
});
quadLayer.width = 1;
quadLayer.height = 1;
let pos = { x: -1, y: 0, z: -2 };
let orient = { x: 0, y: 0, z: 0, w: 1 };
quadLayer.transform = new XRRigidTransform(pos, orient);
});
cyldTexture = loadTexture(gl, CYLD_TEXTURE_MONO_PATH, (w, h) => {
cyldTextureWidth = w;
cyldTextureHeight = h;
cyldLayer = xrGLFactory.createCylinderLayer({
space: refSpace,
viewPixelWidth: cyldTextureWidth,
viewPixelHeight: cyldTextureHeight,
layout: "mono",
});
cyldLayer.centralAngle = 60 * Math.PI / 180;
cyldLayer.aspectRatio = cyldTextureWidth / cyldTextureHeight * 2;
cyldLayer.radius = 0.8;
let pos = { x: 0, y: 0, z: 0.2 };
let orient = { x: -0.3826834, y: 0, z: 0, w: 0.9238795 };
cyldLayer.transform = new XRRigidTransform(pos, orient);
});
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession() {
xrSession.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
xrSession = null;
gl = null;
}
function onXRFrame(time, frame) {
let pose = frame.getViewerPose(xrRefSpace);
xrSession.requestAnimationFrame(onXRFrame);
if (quadLayer && cyldLayer) {
xrSession.updateRenderState({ layers: [quadLayer, cyldLayer, projLayer] });
if (quadLayer.needsRedraw) {
let fb = gl.createFramebuffer();
let glayer = xrGLFactory.getSubImage(quadLayer, frame);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
if (quadTextureWidth != 0 && quadTextureHeight != 0) {
stereoUtil.blit(false, quadTexture, 0, 0, 1, 1, quadTextureWidth, quadTextureHeight);
}
}
if (cyldLayer.needsRedraw) {
let fb = gl.createFramebuffer();
let glayer = xrGLFactory.getSubImage(cyldLayer, frame);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
if (cyldTextureWidth != 0 && cyldTextureHeight != 0) {
stereoUtil.blit(false, cyldTexture, 0, 0, 1, 1, cyldTextureWidth, cyldTextureHeight);
}
}
}
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>