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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>Quad 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>Quad Layer</summary>
<p>
This sample shows how to draw a scene into a quad layer.
Quad layers can be used for implementing small panels that
can be placed in front of the user containing text/image/video
information. Its use cases are similar to those of a cylinder
layer, but are generally favored when the panel is smaller.
<a class="back" href="./index.html">Back</a>
</p>
<p>
Image by Eric Cheng
</p>
<input type="checkbox" id="cyldIsStereo">Stereo quad layer</input><br />
</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';
const CYLD_TEXTURE_MONO_PATH = '../media/textures/rect-mono.png';
const CYLD_TEXTURE_STEREO_PATH = '../media/textures/rect-stereo-top-down.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();
// Layer globals
let projLayer = null;
let cyldLayer = null;
let cyldImageElement = null;
let cyldIsStereo = false;
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);
gl.clearColor(0.0, 0, 0, 0.0);
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);
cyldIsStereo = document.getElementById("cyldIsStereo").checked;
let cyldImagePath = cyldIsStereo ?
CYLD_TEXTURE_STEREO_PATH :
CYLD_TEXTURE_MONO_PATH;
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
let imageElement = document.createElement('img');
imageElement.src = cyldImagePath;
imageElement.onload = function () {
cyldTextureWidth = imageElement.width;
cyldTextureHeight = imageElement.height;
cyldImageElement = imageElement;
cyldLayer = xrGLFactory.createQuadLayer({
space: refSpace,
viewPixelWidth: cyldTextureWidth,
viewPixelHeight: cyldTextureHeight / (cyldIsStereo ? 2 : 1),
layout: cyldIsStereo ? "stereo-top-bottom" : "mono",
});
cyldLayer.width = 2;
cyldLayer.height = 1;
let pos = { x: 0, y: 0, z: -2 };
let orient = { x: 0, y: 0, z: 0, w: 1 };
cyldLayer.transform = new XRRigidTransform(pos, orient);
session.updateRenderState({ layers: [cyldLayer, projLayer] });
}
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 (cyldLayer && cyldLayer.needsRedraw) {
let glayer = xrGLFactory.getSubImage(cyldLayer, frame);
// TEXTURE_CUBE_MAP expects the Y to be flipped for the faces and it already
// is flipped in our texture image.
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, glayer.colorTexture);
gl.texSubImage2D(gl.TEXTURE_2D, 0,
0, 0,
gl.RGBA, gl.UNSIGNED_BYTE, cyldImageElement);
gl.bindTexture(gl.TEXTURE_2D, null);
}
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>