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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'>
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
<title>360 Photos</title>
<link href='css/common.css' rel='stylesheet'></link>
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but is linked by these samples for wider compatibility.-->
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<script src='js/webxr-polyfill.js'></script>
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<script src='js/webxr-version-shim.js'></script>
<script src='js/cottontail/build/cottontail.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>360 Photos</summary>
<p>
This sample demonstrates displaying a 360 degree equirectangular stereo
photo. It intentionally suppresses view position to ensure that the user
cannot move out of the photo sphere.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script>
(function () {
'use strict';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// Apply the version shim after the polyfill is instantiated, to ensure
// that the polyfill also gets patched if necessary.
var versionShim = new WebXRVersionShim();
// XR globals.
let xrButton = null;
let xrImmersiveFrameOfRef = null;
let xrNonImmersiveFrameOfRef = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new SkyboxNode({
url: 'media/textures/chess-pano-4k.jpg',
displayMode: 'stereoTopBottom'
}));
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.requestDevice().then((device) => {
device.supportsSession({immersive: true}).then(() => {
xrButton.setDevice(device);
});
let outputCanvas = document.createElement('canvas');
let ctx = outputCanvas.getContext('xrpresent');
device.requestSession({ outputContext: ctx })
.then((session) => {
document.body.appendChild(outputCanvas);
onSessionStarted(session);
});
}).catch(() => {
initFallback();
});
} else {
initFallback();
}
}
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
let fallbackHelper = new FallbackHelper(scene, gl);
}
function initGL(compatibleDevice) {
if (gl)
return;
gl = createWebGLContext({
compatibleXRDevice: compatibleDevice
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller.gltf'}));
}
function onRequestSession(device) {
// Set up a mirror canvas
let mirrorCanvas = document.createElement('canvas');
let ctx = mirrorCanvas.getContext('xrpresent');
mirrorCanvas.setAttribute('id', 'mirror-canvas');
document.body.appendChild(mirrorCanvas);
device.requestSession({ immersive: true, outputContext: ctx }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL(session.device);
session.baseLayer = new XRWebGLLayer(session, gl);
// When rendering 360 photos/videos you want to ensure that the user's
// head is always at the center of the rendered media. Otherwise users
// with 6DoF hardware could walk towards the edges and see a very skewed
// or outright broken view of the image. To prevent that, we request a
// 'head-model' frame of reference, which suppresses any positional
// information from the headset in favor of a head and neck model based
// solely on the device orientation. (As an added bonus this mode may
// be more power efficent on some hardware!)
session.requestFrameOfReference('head-model').then((frameOfRef) => {
if (session.immersive) {
xrImmersiveFrameOfRef = frameOfRef;
} else {
xrNonImmersiveFrameOfRef = frameOfRef;
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.immersive) {
document.body.removeChild(document.querySelector('#mirror-canvas'));
xrButton.setSession(null);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let frameOfRef = session.immersive ?
xrImmersiveFrameOfRef :
xrNonImmersiveFrameOfRef;
let pose = frame.getDevicePose(frameOfRef);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (pose) {
let views = [];
for (let view of frame.views) {
let renderView = new WebXRView();
renderView.projectionMatrix = view.projectionMatrix;
renderView.viewMatrix = pose.getViewMatrix(view);
renderView.viewport = session.baseLayer.getViewport(view);
// It's important to take into account which eye the view is
// associated with in cases like this, since it informs which half
// of the stereo image should be used when rendering the view.
renderView.eye = view.eye
views.push(renderView);
}
scene.updateInputSources(frame, frameOfRef);
scene.drawViewArray(views);
}
scene.endFrame();
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>