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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>Framebuffer Scaling</title>
<style>
:disabled, .disabled {
opacity: 0.6;
}
</style>
</head>
<body>
<header>
<details open>
<summary>Framebuffer Scaling</summary>
<p>
This sample demonstrates scaling the framebuffer used for a WebXR layer
at creation time to control the memory and fillrate required and improve
performance or quality as needed. The system may clamp the actual
buffer sizes.
Framebuffer scaling should be used to make a performance/memory/quality
tradeoff for the lifetime of the session.
<a class="back" href="./">Back</a>
<br/>
<hr/>
<input id='framebufferScaleSelect' value='1.0' min='0.25' max='2.0' step='0.125' type='range'/><br/>
<span id='framebufferScaleLabel'></span>
<br/>
Use Native (1:1) scale: <input id='useNativeScale' type='checkbox'/>
</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} from './js/render/core/renderer.js';
import {CubeSeaNode} from './js/render/nodes/cube-sea.js';
import {Gltf2Node} from './js/render/nodes/gltf2.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();
}
let scaleSelect = document.getElementById('framebufferScaleSelect');
let scaleLabel = document.getElementById('framebufferScaleLabel');
let nativeScaleCheckbox = document.getElementById('useNativeScale');
function updateLabel(label) {
let native = nativeScaleCheckbox.checked;
scaleSelect.disabled = native;
if (native) {
scaleLabel.classList.add('disabled');
} else {
scaleLabel.classList.remove('disabled');
}
if (!label) {
let value = parseFloat(scaleSelect.value);
label = `Framebuffer scale: ${scaleSelect.value}`;
switch (value) {
case 0.5: label += ' - 50% recommended res'; break;
case 1.0: label += ' - Default, system recommendation'; break;
case 1.5: label += ' - 150% recommended res'; break;
case 2.0: label += ' - 200% recommended res'; break;
}
}
scaleLabel.textContent = label;
}
scaleSelect.addEventListener('change', () => { updateLabel(); });
nativeScaleCheckbox.addEventListener('change', () => { updateLabel(); });
updateLabel();
// XR globals.
let xrButton = null;
let xrRefSpace = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new CubeSeaNode());
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
}
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr').then(onSessionStarted);
}
function onSessionStarted(session) {
xrButton.setSession(session);
session.addEventListener('end', onSessionEnded);
if (!gl) {
gl = createWebGLContext({
xrCompatible: true
});
// Set up a non-black clear color so that we can see if something renders wrong.
gl.clearColor(0.1, 0.2, 0.3, 1.0);
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.useProfileControllerMeshes(session);
}
// These are the only meaningful change in this sample from xr-presentation.js.
// If the native scale factor is requested, query it with the session
// just prior to creating the layer and override the user-set scale
// with it.
if (nativeScaleCheckbox.checked) {
let nativeScale = XRWebGLLayer.getNativeFramebufferScaleFactor(session);
scaleSelect.value = `${nativeScale}`;
updateLabel(`Native Scale: ${nativeScale}`);
}
// This sets a requested scale to be applied to the framebuffer created
// for the layer. The UA is allowed to ignore the request or adjust it
// as needed. The scale of the framebuffer cannot be changed after the
// layer is created, though the UA is allowed to resize the framebuffer
// at any time.
let scale = parseFloat(scaleSelect.value);
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl, { framebufferScaleFactor: scale })
});
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
xrButton.setSession(null);
gl = null;
}
function onXRFrame(t, frame) {
let session = frame.session;
let pose = frame.getViewerPose(xrRefSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.updateInputSources(frame, xrRefSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>