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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>Barebones WebXR</title>
<link href='css/common.css' rel='stylesheet'></link>
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so that the samples can always be written against the most recent spec changes.
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<script src='js/webxr-version-shim.js'></script>
</head>
<body>
<header>
<details open>
<summary>Barebones WebXR</summary>
<p>
This sample demonstrates extremely simple use of WebXR with no library
dependencies. It doesn't render anything exciting, just clears your
headset's display to a slowly changing color to prove it's working.
<a class="back" href="./">Back</a>
</p>
<button id="xr-button" disabled>XR not found</button>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter XR' to see content</p>
</main>
<script>
(function () {
'use strict';
var versionShim = new WebXRVersionShim();
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrDevice = null;
let xrSession = null;
let xrFrameOfRef = null;
// WebGL scene globals.
let gl = null;
// Checks to see if WebXR is available and, if so, requests an XRDevice
// that is connected to the system and tests it to ensure it supports the
// desired session options.
function initXR() {
// Is WebXR available on this UA?
if (navigator.xr) {
// Request an XRDevice connected to the system.
navigator.xr.requestDevice().then((device) => {
xrDevice = device;
// If the device allows creation of exclusive sessions set it as the
// target of the 'Enter XR' button.
device.supportsSession({immersive: true}).then(() => {
// Updates the button to start an XR session when clicked.
xrButton.addEventListener('click', onButtonClicked);
xrButton.innerHTML = 'Enter XR';
xrButton.disabled = false;
});
});
}
}
// Called when the user clicks the button to enter XR. If we don't have a
// session already we'll request one, and if we do we'll end it.
function onButtonClicked() {
if (!xrSession) {
xrDevice.requestSession({immersive: true}).then(onSessionStarted);
} else {
xrSession.end();
}
}
// Called when we've successfully acquired a XRSession. In response we
// will set up the necessary session state and kick off the frame loop.
function onSessionStarted(session) {
xrSession = session;
xrButton.innerHTML = 'Exit XR';
// Listen for the sessions 'end' event so we can respond if the user
// or UA ends the session for any reason.
session.addEventListener('end', onSessionEnded);
// Create a WebGL context to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
let canvas = document.createElement('canvas');
gl = canvas.getContext('webgl', {
compatibleXRDevice: session.device
});
// Use the new WebGL context to create a XRWebGLLayer and set it as the
// sessions baseLayer. This allows any content rendered to the layer to
// be displayed on the XRDevice.
session.baseLayer = new XRWebGLLayer(session, gl);
// Get a frame of reference, which is required for querying poses. In
// this case an 'eye-level' frame of reference means that all poses will
// be relative to the location where the XRDevice was first detected.
session.requestFrameOfReference('eye-level').then((frameOfRef) => {
xrFrameOfRef = frameOfRef;
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called when the user clicks the 'Exit XR' button. In response we end
// the session.
function onEndSession(session) {
session.end();
}
// Called either when the user has explicitly ended the session (like in
// onEndSession()) or when the UA has ended the session for any reason.
// At this point the session object is no longer usable and should be
// discarded.
function onSessionEnded(event) {
xrSession = null;
xrButton.innerHTML = 'Enter VR';
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
gl = null;
}
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
// Get the XRDevice pose relative to the Frame of Reference we created
// earlier.
let pose = frame.getDevicePose(xrFrameOfRef);
// Getting the pose may fail if, for example, tracking is lost. So we
// have to check to make sure that we got a valid pose before attempting
// to render with it. If not in this case we'll just leave the
// framebuffer cleared, so tracking loss means the scene will simply
// dissapear.
if (pose) {
// If we do have a valid pose, bind the WebGL layer's framebuffer,
// which is where any content to be displayed on the XRDevice must be
// rendered.
gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer);
// Update the clear color so that we can observe the color in the
// headset changing over time.
let time = Date.now();
gl.clearColor(Math.cos(time / 2000), Math.cos(time / 4000), Math.cos(time / 6000), 1.0);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Normally you'd loop through each of the views reported by the frame
// and draw them into the corresponding viewport here, but we're
// keeping this sample slim so we're not bothering to draw any
// geometry.
/*for (let view of frame.views) {
let viewport = session.baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
// Draw something.
}*/
}
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>