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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>Spectator Mode</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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so that the samples can always be written against the most recent spec changes.
It won't be necessary after the API has been officially shipped for a bit.-->
<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>Spectator Mode</summary>
<p>
This sample demonstrates how to render a separate, 3rd person view of
the scene to an external monitor if one is available. This sample is
not applicable to mobile or standalone devices.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
</main>
<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 outputCanvas = null;
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: 'media/gltf/garage/garage.gltf'}));
scene.standingStats(true);
// Indicates if we are currently presenting a spectator view of the
// scene to an external display.
let spectatorMode = false;
let spectatorButton = null;
let spectatorProjectionMatrix = mat4.create();
let spectatorViewMatrix = mat4.create();
let headset = null;
let mainElement = document.querySelector('main');
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);
});
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);
fallbackHelper.emulateStage = true;
}
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'}));
// Because we may be rendering to the gl context's backbuffer now we
// need to start monitoring resize events to manage it's size.
window.addEventListener('resize', onResize);
}
function onRequestSession(device) {
device.requestSession({ immersive: true }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
// When the exclusive session starts, add a button to the page that
// users can click to start the spectator mode. It's important to not
// begin presenting spectator mode right away, because on some devices
// that may mean doing additional work that the user can't see. By
// requiring a button click first you're ensuring that the user CAN
// still access the 2D page somehow.
spectatorButton = document.createElement('button');
spectatorButton.innerHTML = 'Enable spectator mode';
spectatorButton.addEventListener('click', onEnableSpectatorMode);
mainElement.appendChild(spectatorButton);
// Hide the non-exclusive session's output canvas so that we can see
// the button.
outputCanvas.style.display = 'none';
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL(session.device);
session.baseLayer = new XRWebGLLayer(session, gl);
session.requestFrameOfReference('stage').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) {
xrButton.setSession(null);
// When we exit the exclusive session, stop presenting the spectator
// view and remove the WebGL canvas from the document.
if (spectatorMode) {
spectatorMode = false;
document.body.removeChild(gl.canvas);
}
// Remove the spectator button if needed.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Show the non-exclusive session's output canvas again.
outputCanvas.style.display = '';
}
}
// Called when the user clicks the button to enable spectator mode.
function onEnableSpectatorMode() {
spectatorMode = true;
// Append the WebGL context's canvas to the page so that we can render
// directly to it.
document.body.appendChild(gl.canvas);
onResize();
// Remove the spectator button, since it's no longer needed. You could
// alternately change the button's function to disable spectator mode.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Load up a mesh that we can use to visualize the headset's pose.
if (!headset) {
headset = new Gltf2Node({url: 'media/gltf/headset/headset.gltf'});
scene.addNode(headset);
}
}
function onResize () {
if (spectatorMode) {
// The spectator view does take time to render, and can impact the
// performance of the in-headset view. To help mitigate that, we'll
// draw the spectator view at half the native resolution.
gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio) / 2.0;
gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio) / 2.0;
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let frameOfRef = session.immersive ?
xrImmersiveFrameOfRef :
xrNonImmersiveFrameOfRef;
let pose = frame.getDevicePose(frameOfRef);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.updateInputSources(frame, frameOfRef);
scene.drawXRFrame(frame, pose);
// If spectator mode is active, draw a 3rd person view of the scene to
// the WebGL context's default backbuffer.
if (spectatorMode) {
// Bind the WebGL context's default framebuffer, so that the rendered
// content shows up in the canvas element.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Set the viewport to the whole canvas
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// Set up a sensible projection matrix for the canvas
mat4.perspective(spectatorProjectionMatrix, Math.PI*0.4, gl.drawingBufferWidth / gl.drawingBufferHeight, session.depthNear, session.depthFar);
// Set up a view matrix that gives us a 3rd-person view of the scene.
// In this case it's positioned in a corner of the garage scene near
// near the ceiling and looking down at the user.
mat4.identity(spectatorViewMatrix);
mat4.translate(spectatorViewMatrix, spectatorViewMatrix, [-1.75, 2.0, 1.75]);
mat4.rotateY(spectatorViewMatrix, spectatorViewMatrix, Math.PI * -0.25);
mat4.rotateX(spectatorViewMatrix, spectatorViewMatrix, Math.PI * -0.15);
mat4.invert(spectatorViewMatrix, spectatorViewMatrix);
// Update the headset's pose to match the user's and make it visible
// for this draw.
if (headset) {
headset.visible = true;
headset.matrix = pose.poseModelMatrix;
}
// Draw the spectator view of the scene.
scene.draw(spectatorProjectionMatrix, spectatorViewMatrix);
// Ensure the headset isn't visible in the VR view.
if (headset) {
headset.visible = false;
}
}
scene.endFrame();
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>