| <!doctype html> |
| <!-- |
| Copyright 2016 The Chromium Authors. All rights reserved. |
| Use of this source code is governed by a BSD-style license that can be |
| found in the LICENSE file. |
| --> |
| <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 = WebVR (For Chrome M62+), origin = https://webvr.info, expires = 2018-09-10 --> |
| <meta http-equiv="origin-trial" data-feature="WebVR (For Chrome M62+)" data-expires="2018-09-10" content="AhQcOrbjvS0+50wwuqtAidzraKNfZj8Bj159g2+2LsT5QRHe9IeebCl5ApORwd3oGxfKzl5H8s5K3aTMNzC+5gsAAABPeyJvcmlnaW4iOiJodHRwczovL3dlYnZyLmluZm86NDQzIiwiZmVhdHVyZSI6IldlYlZSMS4xTTYyIiwiZXhwaXJ5IjoxNTM2NjAxNDEzfQ=="> |
| |
| |
| <title>03 - VR Presentation</title> |
| |
| <!-- |
| This sample demonstrates how to present the contents of a WebGL canvas to |
| a VRDisplay. The content is not mirrored on the main display while being |
| presented. |
| --> |
| |
| <style> |
| #webgl-canvas, #presenting-message { |
| box-sizing: border-box; |
| height: 100%; |
| left: 0; |
| margin: 0; |
| position: absolute; |
| top: 0; |
| width: 100%; |
| } |
| #presenting-message { |
| color: white; |
| font-family: sans-serif; |
| font-size: 2em; |
| font-weight: bold; |
| z-index: 1; |
| text-align: center; |
| padding: 0.5em; |
| background-color: #444; |
| display: none; |
| } |
| </style> |
| |
| <!-- This entire block in only to facilitate dynamically enabling and |
| disabling the WebVR polyfill, and is not necessary for most WebVR apps. |
| If you want to use the polyfill in your app, just include the js file and |
| everything will work the way you want it to by default. --> |
| <script src="js/third-party/webvr-polyfill.js"></script> |
| <script src="js/third-party/wglu/wglu-url.js"></script> |
| <script> |
| // Dynamically turn the polyfill on if requested by the query args. |
| if (WGLUUrl.getBool('polyfill', false)) { |
| var polyfill = new WebVRPolyfill({ |
| // Ensures the polyfill is always active on mobile, due to providing |
| // a polyfilled CardboardVRDisplay when no native API is available, |
| // and also polyfilling even when the native API is available, due to |
| // providing a CardboardVRDisplay when no native VRDisplays exist. |
| PROVIDE_MOBILE_VRDISPLAY: true, |
| // Polyfill optimizations |
| DIRTY_SUBMIT_FRAME_BINDINGS: true, |
| BUFFER_SCALE: 0.75, |
| }); |
| } |
| </script> |
| <!-- End sample polyfill enabling logic --> |
| |
| <script src="js/third-party/gl-matrix-min.js"></script> |
| |
| <script src="js/third-party/wglu/wglu-program.js"></script> |
| <script src="js/third-party/wglu/wglu-stats.js"></script> |
| <script src="js/third-party/wglu/wglu-texture.js"></script> |
| |
| <script src="js/vr-cube-sea.js"></script> |
| <script src="js/vr-samples-util.js"></script> |
| </head> |
| <body> |
| <canvas id="webgl-canvas"></canvas> |
| <div id="presenting-message">Put on your headset now</div> |
| <script> |
| /* global mat4, VRCubeSea, WGLUStats, WGLUTextureLoader, VRSamplesUtil */ |
| (function () { |
| "use strict"; |
| |
| var vrDisplay = null; |
| var frameData = null; |
| var projectionMat = mat4.create(); |
| var viewMat = mat4.create(); |
| |
| var vrPresentButton = null; |
| var presentingMessage = document.getElementById("presenting-message"); |
| |
| // =================================================== |
| // WebGL scene setup. This code is not WebVR specific. |
| // =================================================== |
| |
| // WebGL setup. |
| var gl = null; |
| var cubeSea = null; |
| var stats = null; |
| |
| function onContextLost( event ) { |
| event.preventDefault(); |
| console.log( 'WebGL Context Lost.' ); |
| gl = null; |
| cubeSea = null; |
| stats = null; |
| } |
| |
| function onContextRestored( event ) { |
| console.log( 'WebGL Context Restored.' ); |
| initWebGL(); |
| } |
| |
| var webglCanvas = document.getElementById("webgl-canvas"); |
| webglCanvas.addEventListener( 'webglcontextlost', onContextLost, false ); |
| webglCanvas.addEventListener( 'webglcontextrestored', onContextRestored, false ); |
| |
| function initWebGL() { |
| var glAttribs = { |
| alpha: false, |
| }; |
| var useWebgl2 = WGLUUrl.getBool('webgl2', false); |
| var contextTypes = useWebgl2 ? ["webgl2"] : ["webgl", "experimental-webgl"]; |
| |
| for (var i in contextTypes) { |
| gl = webglCanvas.getContext(contextTypes[i], glAttribs); |
| if (gl) |
| break; |
| } |
| if (!gl) { |
| var webglType = (useWebgl2 ? "WebGL 2" : "WebGL") |
| VRSamplesUtil.addError("Your browser does not support " + webglType + "."); |
| return; |
| } |
| gl.clearColor(0.1, 0.2, 0.3, 1.0); |
| gl.enable(gl.DEPTH_TEST); |
| gl.enable(gl.CULL_FACE); |
| |
| var textureLoader = new WGLUTextureLoader(gl); |
| var texture = textureLoader.loadTexture("media/textures/cube-sea.png"); |
| cubeSea = new VRCubeSea(gl, texture); |
| |
| var enablePerformanceMonitoring = WGLUUrl.getBool( |
| 'enablePerformanceMonitoring', false); |
| stats = new WGLUStats(gl, enablePerformanceMonitoring); |
| |
| // Wait until we have a WebGL context to resize and start rendering. |
| window.addEventListener("resize", onResize, false); |
| onResize(); |
| } |
| initWebGL(); |
| |
| |
| // ================================ |
| // WebVR-specific code begins here. |
| // ================================ |
| |
| function onVRRequestPresent () { |
| // This can only be called in response to a user gesture. |
| vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () { |
| // Nothing to do because we're handling things in onVRPresentChange. |
| }, function (err) { |
| var errMsg = "requestPresent failed."; |
| if (err && err.message) { |
| errMsg += "<br/>" + err.message |
| } |
| VRSamplesUtil.addError(errMsg, 2000); |
| }); |
| } |
| |
| function onVRExitPresent () { |
| // No sense in exiting presentation if we're not actually presenting. |
| // (This may happen if we get an event like vrdisplaydeactivate when |
| // we weren't presenting.) |
| if (!vrDisplay.isPresenting) |
| return; |
| |
| vrDisplay.exitPresent().then(function () { |
| // Nothing to do because we're handling things in onVRPresentChange. |
| }, function (err) { |
| var errMsg = "exitPresent failed."; |
| if (err && err.message) { |
| errMsg += "<br/>" + err.message |
| } |
| VRSamplesUtil.addError(errMsg, 2000); |
| }); |
| } |
| |
| function onVRPresentChange () { |
| // When we begin or end presenting, the canvas should be resized to the |
| // recommended dimensions for the display. |
| onResize(); |
| |
| if (vrDisplay.isPresenting) { |
| if (vrDisplay.capabilities.hasExternalDisplay) { |
| // Because we're not mirroring any images on an external screen will |
| // freeze while presenting. It's better to replace it with a message |
| // indicating that content is being shown on the VRDisplay. |
| presentingMessage.style.display = "block"; |
| |
| // On devices with an external display the UA may not provide a way |
| // to exit VR presentation mode, so we should provide one ourselves. |
| VRSamplesUtil.removeButton(vrPresentButton); |
| vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent); |
| } |
| } else { |
| // If we have an external display take down the presenting message and |
| // change the button back to "Enter VR". |
| if (vrDisplay.capabilities.hasExternalDisplay) { |
| presentingMessage.style.display = ""; |
| |
| VRSamplesUtil.removeButton(vrPresentButton); |
| vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent); |
| } |
| } |
| } |
| |
| if (navigator.getVRDisplays) { |
| frameData = new VRFrameData(); |
| |
| navigator.getVRDisplays().then(function (displays) { |
| if (displays.length > 0) { |
| vrDisplay = displays[displays.length - 1]; |
| |
| // It's heighly reccommended that you set the near and far planes to |
| // something appropriate for your scene so the projection matricies |
| // WebVR produces have a well scaled depth buffer. |
| vrDisplay.depthNear = 0.1; |
| vrDisplay.depthFar = 1024.0; |
| |
| // Generally, you want to wait until VR support is confirmed and |
| // you know the user has a VRDisplay capable of presenting connected |
| // before adding UI that advertises VR features. |
| if (vrDisplay.capabilities.canPresent) |
| vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent); |
| |
| // For the benefit of automated testing. Safe to ignore. |
| if (vrDisplay.capabilities.canPresent && WGLUUrl.getBool('canvasClickPresents', false)) |
| webglCanvas.addEventListener("click", onVRRequestPresent, false); |
| |
| // The UA may kick us out of VR present mode for any reason, so to |
| // ensure we always know when we begin/end presenting we need to |
| // listen for vrdisplaypresentchange events. |
| window.addEventListener('vrdisplaypresentchange', onVRPresentChange, false); |
| |
| // These events fire when the user agent has had some indication that |
| // it would be appropariate to enter or exit VR presentation mode, such |
| // as the user putting on a headset and triggering a proximity sensor. |
| // You can inspect the `reason` property of the event to learn why the |
| // event was fired, but in this case we're going to always trust the |
| // event and enter or exit VR presentation mode when asked. |
| window.addEventListener('vrdisplayactivate', onVRRequestPresent, false); |
| window.addEventListener('vrdisplaydeactivate', onVRExitPresent, false); |
| } else { |
| VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000); |
| } |
| }, function () { |
| VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance."); |
| }); |
| } else if (navigator.getVRDevices) { |
| VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info."); |
| } else { |
| VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance."); |
| } |
| |
| function onResize () { |
| if (vrDisplay && vrDisplay.isPresenting) { |
| // If we're presenting we want to use the drawing buffer size |
| // recommended by the VRDevice, since that will ensure the best |
| // results post-distortion. |
| var leftEye = vrDisplay.getEyeParameters("left"); |
| var rightEye = vrDisplay.getEyeParameters("right"); |
| |
| // For simplicity we're going to render both eyes at the same size, |
| // even if one eye needs less resolution. You can render each eye at |
| // the exact size it needs, but you'll need to adjust the viewports to |
| // account for that. |
| webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2; |
| webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight); |
| } else { |
| // We only want to change the size of the canvas drawing buffer to |
| // match the window dimensions when we're not presenting. |
| webglCanvas.width = webglCanvas.offsetWidth * window.devicePixelRatio; |
| webglCanvas.height = webglCanvas.offsetHeight * window.devicePixelRatio; |
| } |
| } |
| |
| // Listen for click events on the canvas, which may come from something |
| // like a Cardboard viewer or other VR controller, and make a small change |
| // to the scene in response (so that we know it's working.) This basic |
| // interaction mode is the baseline for all WebVR compatible devices, and |
| // should ideally always be minimally supported. |
| function onClick () { |
| // Reset the background color to a random value |
| if (gl) { |
| gl.clearColor( |
| Math.random() * 0.5, |
| Math.random() * 0.5, |
| Math.random() * 0.5, 1.0); |
| } |
| } |
| |
| // Register for mouse restricted events while in VR |
| // (e.g. mouse no longer available on desktop 2D view) |
| function onDisplayPointerRestricted() { |
| if (webglCanvas && webglCanvas.requestPointerLock) { |
| webglCanvas.requestPointerLock(); |
| } |
| } |
| |
| // Register for mouse unrestricted events while in VR |
| // (e.g. mouse once again available on desktop 2D view) |
| function onDisplayPointerUnrestricted() { |
| var lock = document.pointerLockElement; |
| if (lock && lock === webglCanvas && document.exitPointerLock) { |
| document.exitPointerLock(); |
| } |
| } |
| |
| // This utility function monitors clicks from gamepads that are associated |
| // with a VRDisplay and fires the callback, providing "click" support for |
| // browsers that don't fire mouse click events on interaction. |
| VRSamplesUtil.addVRClickListener(onClick); |
| |
| webglCanvas.addEventListener("click", onClick, false); |
| window.addEventListener('vrdisplaypointerrestricted', onDisplayPointerRestricted); |
| window.addEventListener('vrdisplaypointerunrestricted', onDisplayPointerUnrestricted); |
| |
| function onAnimationFrame (t) { |
| // do not attempt to render if there is no available WebGL context |
| if (!gl || !stats || !cubeSea) { |
| return; |
| } |
| |
| stats.begin(); |
| |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| if (vrDisplay) { |
| // When presenting content to the VRDisplay we want to update at its |
| // refresh rate if it differs from the refresh rate of the main |
| // display. Calling VRDisplay.requestAnimationFrame ensures we render |
| // at the right speed for VR. |
| vrDisplay.requestAnimationFrame(onAnimationFrame); |
| |
| // As a general rule you want to get the pose as late as possible |
| // and call VRDisplay.submitFrame as early as possible after |
| // retrieving the pose. Do any work for the frame that doesn't need |
| // to know the pose earlier to ensure the lowest latency possible. |
| //var pose = vrDisplay.getPose(); |
| vrDisplay.getFrameData(frameData); |
| |
| if (vrDisplay.isPresenting) { |
| // When presenting render a stereo view. |
| gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height); |
| cubeSea.render(frameData.leftProjectionMatrix, frameData.leftViewMatrix, stats, t); |
| |
| gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height); |
| cubeSea.render(frameData.rightProjectionMatrix, frameData.rightViewMatrix, stats, t); |
| |
| // If we're currently presenting to the VRDisplay we need to |
| // explicitly indicate we're done rendering. |
| vrDisplay.submitFrame(); |
| } else { |
| // When not presenting render a mono view that still takes pose into |
| // account. |
| gl.viewport(0, 0, webglCanvas.width, webglCanvas.height); |
| // It's best to use our own projection matrix in this case, but we can use the left eye's view matrix |
| mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0); |
| cubeSea.render(projectionMat, frameData.leftViewMatrix, stats, t); |
| stats.renderOrtho(); |
| } |
| } else { |
| window.requestAnimationFrame(onAnimationFrame); |
| |
| // No VRDisplay found. |
| gl.viewport(0, 0, webglCanvas.width, webglCanvas.height); |
| mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0); |
| mat4.identity(viewMat); |
| cubeSea.render(projectionMat, viewMat, stats, t); |
| |
| stats.renderOrtho(); |
| } |
| |
| stats.end(); |
| } |
| window.requestAnimationFrame(onAnimationFrame); |
| })(); |
| </script> |
| </body> |
| </html> |