blob: fd06afa6c5cdfc849445dbe92c01a2a24a25983f [file] [log] [blame]
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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>Cube Sea</title>
<script src='../js/third-party/dat.gui.min.js'></script>
</head>
<body>
<header>
<details id='details-panel' open>
<summary>Cube Sea</summary>
<p>
All hail the cube sea! It's not very interesting to look at, but it's
fantastic for testing!
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script type="module">
import {WebXRButton} from '../js/util/webxr-button.js';
import {Scene} 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 {Gltf2Node} from '../js/render/nodes/gltf2.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();
}
// Helper methods for saving dat.gui-edited parameters in the URL hash.
// Only non-default values are saved.
var paramTypes = {};
var paramValues = {};
var paramDefaults = {};
function getBoolParam(name, optDefault) {
paramTypes[name] = 'bool';
if (!optDefault) optDefault = false;
paramDefaults[name] = optDefault;
let val = QueryArgs.getBool(name, optDefault);
paramValues[name] = val;
return val;
}
function getIntParam(name, optDefault) {
paramTypes[name] = 'int';
paramDefaults[name] = optDefault;
let val = QueryArgs.getInt(name, optDefault);
paramValues[name] = val;
return val;
}
function getFloatParam(name, optDefault) {
paramTypes[name] = 'float';
paramDefaults[name] = optDefault;
let val = QueryArgs.getFloat(name, optDefault);
paramValues[name] = val;
return val;
}
function getStringParam(name, optDefault) {
paramTypes[name] = 'string';
paramDefaults[name] = optDefault;
let val = QueryArgs.getString(name, optDefault);
paramValues[name] = val;
return val;
}
function updateHash() {
let pairs = [];
for (let rawKey in paramTypes) {
let rawVal = paramValues[rawKey];
if (rawVal == paramDefaults[rawKey])
continue;
let type = paramTypes[rawKey];
let keyString = encodeURIComponent(rawKey);
let valString;
if (type == 'bool') {
valString = rawVal ? '1' : '0';
} else if (type == 'float') {
valString = encodeURIComponent((rawVal+0).toFixed(3));
} else {
valString = encodeURIComponent(rawVal);
}
pairs.push(keyString + '=' + valString);
}
let newHash = '#' + pairs.join('&');
document.location.hash = newHash;
}
function getParamSaver(name, optApplyFunc) {
if (!(name in paramTypes))
throw new Error('unknown param name: ' + name);
return (value) => {
paramValues[name] = value;
updateHash();
if (optApplyFunc) {
optApplyFunc(value);
}
};
}
let cubeSea = new CubeSeaNode({
imageUrl: '../media/textures/cube-sea.png',
// Number and size of the static cubes. Use the larger
// cube count from heavyGpu to avoid inconsistent defaults.
cubeCount: getIntParam('cubeCount', 12),
cubeScale: getFloatParam('cubeScale'),
// If true, use a very heavyweight shader to stress the GPU.
heavyGpu: getBoolParam('heavyGpu'),
// Draw only half the world cubes. Helps test variable render cost
// when combined with heavyGpu.
halfOnly: getBoolParam('halfOnly'),
// Automatically spin the world cubes. Intended for automated testing,
// not recommended for viewing in a headset.
autoRotate: getBoolParam('autorotate'),
});
let appSettings = {
// Framebuffer scale override. 1 = default
framebufferScale: getFloatParam('framebufferScale', 1),
// Immersive AR mode
arMode: getBoolParam('arMode', false),
// Use an inline canvas for "magic window" mode?
magicWindow: getBoolParam('magicWindow', true),
// Don't produce frames at all. Simulates a broken app.
noFrames: getBoolParam('noFrames', false),
// Only submit every Nth presentation frame. The first frame is
// rendered, so a large value can be used to simulate a splash screen.
submitInterval: getIntParam('submitInterval', 1),
// Busy wait for the specified time to simulate CPU intensive JS.
simulatedWorkTimeMs: getFloatParam('workTime', 0),
antialias: getBoolParam('antialias', true),
};
function updateCubeSea() {
cubeSea.rebuildCubes()
}
// Add GUI fields to edit URL parameters. The dat.gui name (2nd arg)
// is the name of the dict parameter. The getParamSaver name is the
// name of the hash parameter which may be different.
let gui = new dat.GUI({ autoPlace: false });
var folderScene = gui.addFolder('Scene options');
folderScene.add(cubeSea, 'cubeCount', 4, 14, 1).onFinishChange(
getParamSaver('cubeCount', updateCubeSea));
folderScene.add(cubeSea, 'cubeScale', 0.2, 2.0, 0.05).onFinishChange(
getParamSaver('cubeScale', updateCubeSea));
folderScene.add(cubeSea, 'halfOnly').onFinishChange(
getParamSaver('halfOnly', updateCubeSea));
// heavyGpu currently only gets read on startup.
folderScene.add(cubeSea, 'heavyGpu').onFinishChange(
getParamSaver('heavyGpu', () => { window.location.reload(false); }));
folderScene.add(appSettings, 'simulatedWorkTimeMs', 0, 20, 1).onFinishChange(
getParamSaver('workTime'));
folderScene.open();
var folderRender = gui.addFolder('Rendering options');
folderRender.add(appSettings, 'framebufferScale', 0, 2, 0.25).onFinishChange(
getParamSaver('framebufferScale'));
folderRender.add(appSettings, 'antialias').onFinishChange(
getParamSaver('antialias'));
folderRender.add(appSettings, 'arMode').onFinishChange(
getParamSaver('arMode', () => { window.location.reload(false); }));
folderRender.add(appSettings, 'magicWindow').onFinishChange(
getParamSaver('magicWindow', () => { window.location.reload(false); }));
folderRender.open();
var folderTest = gui.addFolder('Regression testing');
folderTest.add(appSettings, 'noFrames').onFinishChange(
getParamSaver('noFrames'));
folderTest.add(appSettings, 'submitInterval').onFinishChange(
getParamSaver('submitInterval'));
folderTest.add(cubeSea, 'autoRotate').onFinishChange(
getParamSaver('autorotate', updateCubeSea));
// Don't auto-open this folder, it's not very interesting for interactive use.
gui.close();
let detailsPanel = document.getElementById('details-panel');
detailsPanel.appendChild(gui.domElement);
detailsPanel.appendChild(document.createElement('br'));
// TODO: Test variables that still need to be implemented, assuming
// they are applicable to WebXR.
/*
// Use 1024x1024 per eye instead of the recommended base render
// resolution.
var standardSize = getBoolParam('standardSize', false);
// Support for automated latency testing.
var latencyPatch = getBoolParam('latencyPatch', false);
var pureFlickerApp = getBoolParam('pureFlickerApp', false);
*/
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(cubeSea);
function initXR() {
let buttonOptions = {
onRequestSession: onRequestSession,
onEndSession: onEndSession
};
if (appSettings.arMode) {
buttonOptions.textEnterXRTitle = "START AR";
buttonOptions.textXRNotFoundTitle = "AR NOT FOUND";
buttonOptions.textExitXRTitle = "EXIT AR";
}
xrButton = new WebXRButton(buttonOptions);
document.querySelector('header').appendChild(xrButton.domElement);
let xrMode = appSettings.arMode ? 'immersive-ar' : 'immersive-vr';
if (navigator.xr) {
navigator.xr.isSessionSupported(xrMode).then((supported) => {
xrButton.enabled = supported;
});
// Set up "magic window" mode.
if (appSettings.magicWindow) {
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
if (appSettings.magicWindow) {
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() {
let xrMode = appSettings.arMode ? 'immersive-ar' : 'immersive-vr';
return navigator.xr.requestSession(xrMode).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
let glLayer = new XRWebGLLayer(session, gl, {
framebufferScaleFactor: appSettings.framebufferScale,
antialias: appSettings.antialias
});
session.updateRenderState({ baseLayer: glLayer });
let refSpaceType = session.isImmersive ? 'local' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
xrButton.setSession(null);
}
let frameNum = 0;
let tmp = 0;
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
frameNum++;
scene.startFrame();
if (appSettings.simulatedWorkTimeMs > 0) {
// Simulate a heavy Javascript workload
let start = Date.now();
while (Date.now() - start < appSettings.simulatedWorkTimeMs) {
// Spin our wheels doing useless BS :)
tmp = Math.sin(Math.cos(Math.tan(tmp)));
}
}
session.requestAnimationFrame(onXRFrame);
// Simulate a poorly designed app that doesn't provide frames.
if (appSettings.noFrames) {
scene.endFrame();
return;
}
// Simulate an app that's only submitting on a subset of animation
// frames. This seems to be legal according to the WebVR spec?
// frameNum=0 is submitted, so setting submitInterval to a large
// number can simulate a splash screen.
if (appSettings.submitInterval && frameNum % appSettings.submitInterval > 0) {
return;
}
scene.clear = !appSettings.arMode;
scene.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>