| <!doctype html> |
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| Copyright 2020 The Immersive Web Community Group |
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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 Hit Test</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 Hit Test</summary> |
| <p> |
| Content rendered using quad/cylinder/equirect/cube layers cannot |
| be hit tested directly as these layers do not exist in the projection |
| layer. This sample demonstrates a work-around to implement hit test |
| on layers by placing transparent placeholders for each quad layer |
| in the projection layer. |
| |
| Try using the trigger on either controller to select one quad layer, |
| and an arrow will indicate the selection. |
| <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 QUAD_TRANSPARENT_MONO_PATH = '../media/textures/transparent.png'; |
| const QUAD_ARROW_MONO_PATH = '../media/textures/arrow-up.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 quadLayer1 = null; |
| let quadTexture1 = null; |
| let quadTexture1Width = 0; |
| let quadTexture1Height = 0; |
| let quad1Collider = null; |
| let quadLayer2 = null; |
| let quadTexture2 = null; |
| let quadTexture2Width = 0; |
| let quadTexture2Height = 0; |
| let quad2Collider = null; |
| |
| let selectionArrow = new QuadNode(QUAD_ARROW_MONO_PATH, 0.2, true); |
| selectionArrow.translation = [100, 0, 0]; |
| scene.addNode(selectionArrow); |
| |
| 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 |
| quadTexture1 = loadTexture(gl, QUAD_TEXTURE_MONO_PATH, (w, h) => { |
| quadTexture1Width = w; |
| quadTexture1Height = h; |
| quadLayer1 = xrGLFactory.createQuadLayer({ |
| space: refSpace, |
| viewPixelWidth: quadTexture1Width, |
| viewPixelHeight: quadTexture1Height, |
| layout: "mono", |
| }); |
| quadLayer1.width = 0.5; |
| quadLayer1.height = 0.5; |
| let pos = { x: -1, y: 0, z: -2 }; |
| let orient = { x: 0, y: 0, z: 0, w: 1 }; |
| quadLayer1.transform = new XRRigidTransform(pos, orient); |
| |
| // Make transparent placeholder node of the same size for quad layer |
| // The placeholder node is in projection layer and thus can be used |
| // for hit test |
| quad1Collider = new QuadNode(QUAD_TRANSPARENT_MONO_PATH, 1, true); |
| quad1Collider.translation = [-1, 0, -2]; |
| scene.addNode(quad1Collider); |
| }); |
| |
| quadTexture2 = loadTexture(gl, QUAD_TEXTURE_MONO_PATH, (w, h) => { |
| quadTexture2Width = w; |
| quadTexture2Height = h; |
| quadLayer2 = xrGLFactory.createQuadLayer({ |
| space: refSpace, |
| viewPixelWidth: quadTexture2Width, |
| viewPixelHeight: quadTexture2Height, |
| layout: "mono", |
| }); |
| quadLayer2.width = 0.5; |
| quadLayer2.height = 0.5; |
| let pos = { x: 1, y: 0, z: -2 }; |
| let orient = { x: 0, y: 0, z: 0, w: 1 }; |
| quadLayer2.transform = new XRRigidTransform(pos, orient); |
| |
| // Make transparent placeholder node of the same size for quad layer |
| // The placeholder node is in projection layer and thus can be used |
| // for hit test |
| quad2Collider = new QuadNode(QUAD_TRANSPARENT_MONO_PATH, 1, true); |
| quad2Collider.translation = [1, 0, -2]; |
| scene.addNode(quad2Collider); |
| }); |
| |
| 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 (quadLayer1 && quadLayer2) { |
| xrSession.updateRenderState({ layers: [quadLayer1, quadLayer2, projLayer] }); |
| if (quadLayer1.needsRedraw) { |
| let fb = gl.createFramebuffer(); |
| let glayer = xrGLFactory.getSubImage(quadLayer1, frame); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0); |
| |
| if (quadTexture1Width != 0 && quadTexture1Height != 0) { |
| stereoUtil.blit(false, quadTexture1, 0, 0, 1, 1, quadTexture1Width, quadTexture1Height); |
| } |
| } |
| |
| if (quadLayer2.needsRedraw) { |
| let fb = gl.createFramebuffer(); |
| let glayer = xrGLFactory.getSubImage(quadLayer2, frame); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0); |
| |
| if (quadTexture2Width != 0 && quadTexture2Height != 0) { |
| stereoUtil.blit(false, quadTexture2, 0, 0, 1, 1, quadTexture2Width, quadTexture2Height); |
| } |
| } |
| } |
| |
| if (pose) { |
| gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer); |
| scene.updateInputSources(frame, xrRefSpace); |
| |
| for (let source of frame.session.inputSources) { |
| let gamepad = source.gamepad; |
| if (gamepad) { |
| if (gamepad.buttons[0].pressed) { |
| let targetRayPose = frame.getPose(source.targetRaySpace, xrRefSpace); |
| if (!targetRayPose) { |
| continue; |
| } |
| let hitResult = scene.hitTest(targetRayPose.transform); |
| if (!hitResult) { continue; } |
| if (hitResult.node == quad1Collider) { |
| selectionArrow.translation = [-1, -1, -2]; |
| } else if (hitResult.node == quad2Collider) { |
| selectionArrow.translation = [1, -1, -2]; |
| } |
| } |
| } |
| } |
| |
| 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> |