<!doctype html> | |
<!-- | |
Copyright 2018 The Immersive Web Community Group | |
Permission is hereby granted, free of charge, to any person obtaining a copy of | |
this software and associated documentation files (the "Software"), to deal in | |
the Software without restriction, including without limitation the rights to | |
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of | |
the Software, and to permit persons to whom the Software is furnished to do so, | |
subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS | |
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR | |
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER | |
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | |
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
--> | |
<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>Composed Views</title> | |
</head> | |
<body> | |
<header> | |
<details id='details-panel' open> | |
<summary>Composed Views</summary> | |
<p> | |
Tests a scenario where views are computed from the viewer space and | |
composed with a separately queried viewer pose in the main scene | |
reference space. This was known to be buggy in with some implementations. | |
Please note this is NOT the recommended way of using the API, but it | |
provides a useful validation case for implementers. | |
<a class="back" href="./">Back</a> | |
</p> | |
</details> | |
</header> | |
<main style='text-align: center;'> | |
<p>Click 'Enter XR' to see content</p> | |
</main> | |
<script type="module"> | |
import {WebXRButton} from '../js/util/webxr-button.js'; | |
import {Scene} from '../js/render/scenes/scene.js'; | |
import {Renderer, createWebGLContext, RenderView} from '../js/render/core/renderer.js'; | |
import {Gltf2Node} from '../js/render/nodes/gltf2.js'; | |
import {QueryArgs} from '../js/util/query-args.js'; | |
import {mat4} from '../js/render/math/gl-matrix.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 xrButton = null; | |
let xrViewerSpace = null; | |
let xrFloorSpace = null; | |
// WebGL scene globals. | |
let gl = null; | |
let renderer = null; | |
let scene = new Scene(); | |
scene.addNode(new Gltf2Node({url: '../media/gltf/cube-room/cube-room.gltf'})); | |
scene.standingStats(true); | |
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 initGL() { | |
if (gl) | |
return; | |
gl = createWebGLContext({ | |
xrCompatible: 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(); | |
// 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); | |
renderer = new Renderer(gl); | |
scene.setRenderer(renderer); | |
} | |
function onRequestSession() { | |
return navigator.xr.requestSession('immersive-vr', { | |
requiredFeatures: ['local-floor'], | |
}).then((session) => { | |
xrButton.setSession(session); | |
session.isImmersive = true; | |
onSessionStarted(session); | |
}); | |
} | |
async function onSessionStarted(session) { | |
session.addEventListener('end', onSessionEnded); | |
initGL(); | |
scene.inputRenderer.useProfileControllerMeshes(session); | |
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); | |
xrViewerSpace = await session.requestReferenceSpace('viewer'); | |
xrFloorSpace = await session.requestReferenceSpace('local-floor'); | |
session.requestAnimationFrame(onXRFrame); | |
} | |
function onEndSession(session) { | |
session.end(); | |
} | |
function onSessionEnded(event) { | |
xrButton.setSession(null); | |
} | |
let tmpMat = mat4.create(); | |
function onXRFrame(t, frame) { | |
let session = frame.session; | |
// Get the viewer pose in viewer space, which means the pose transform | |
// should be an identity matrix and the view transforms will effectively | |
// be the views offsets from the center of the viewer. | |
let viewerPose = frame.getViewerPose(xrViewerSpace); | |
// Also query the pose of the viewer space in the local-floor space. | |
let pose = frame.getPose(xrViewerSpace, xrFloorSpace); | |
session.requestAnimationFrame(onXRFrame); | |
scene.updateInputSources(frame, xrFloorSpace); | |
if (!viewerPose || !pose) { | |
return; | |
} | |
scene.startFrame(); | |
let glLayer = session.renderState.baseLayer; | |
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
let renderViews = []; | |
for (let view of viewerPose.views) { | |
let viewport = glLayer.getViewport(view); | |
gl.viewport(viewport.x, viewport.y, | |
viewport.width, viewport.height); | |
// Manually combine the viewer's transform with the transform of the | |
// individual view to get a matrix that represents the fully composed | |
// transform. | |
mat4.multiply(tmpMat, pose.transform.matrix, view.transform.matrix); | |
mat4.invert(tmpMat, tmpMat); | |
renderViews.push(new RenderView(view.projectionMatrix, tmpMat, viewport, view.eye)); | |
} | |
scene.drawViewArray(renderViews); | |
scene.endFrame(); | |
} | |
// Start the XR application. | |
initXR(); | |
</script> | |
</body> | |
</html> |