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<!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>TEST - Slow Rendering</title>
<!--
This test attempts to be GPU bound, so that WebVR implementations can
guage how well they handle that scenario.
-->
<style>
#webgl-canvas {
box-sizing: border-box;
height: 100%;
left: 0;
margin: 0;
position: absolute;
top: 0;
width: 100%;
}
</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>
var WebVRConfig = {
// Prevents the polyfill from initializing automatically.
DEFER_INITIALIZATION: true,
// Ensures the polyfill is always active when initialized, even if the
// native API is available. This is probably NOT what most pages want.
ALWAYS_APPEND_POLYFILL_DISPLAY: true,
// Polyfill optimizations
DIRTY_SUBMIT_FRAME_BINDINGS: true,
BUFFER_SCALE: 0.75,
};
</script>
<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)) {
InitializeWebVRPolyfill();
} else {
// Shim for migration from older version of WebVR. Shouldn't be necessary for very long.
InitializeSpecShim();
}
</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>
<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;
// If true, use a very heavyweight shader to stress the GPU.
var heavyGpu = WGLUUrl.getBool('heavyGpu', false);
// Number and size of the static cubes. Warning, large values
// don't render right due to overflow of the int16 indices.
var cubeCount = WGLUUrl.getInt('cubeCount', heavyGpu ? 12 : 10);
var cubeScale = WGLUUrl.getFloat('cubeScale', 1.0);
// Busy wait for the specified time to simulate CPU intensive JS.
var simulatedWorkTimeMs = WGLUUrl.getFloat('workTime', 0);
// Don't produce frames at all. Simulates a broken app.
var noFrames = WGLUUrl.getBool('noFrames', false);
// Use 1024x1024 per eye instead of the recommended base render
// resolution.
var standardSize = WGLUUrl.getBool('standardSize', false);
// Multiply the recommended render resolution (or standardSize) in each
// direction. renderScale=2 means 4x the pixel count.
var renderScale = WGLUUrl.getFloat('renderScale', 1.0);
// Support for automated latency testing.
var latencyPatch = WGLUUrl.getBool('latencyPatch', false);
var pureFlickerApp = WGLUUrl.getBool('pureFlickerApp', false);
// Only submit every Nth presentation frame. The first frame is
// rendered, so a large value can be used to simulate a splash screen.
var submitInterval = WGLUUrl.getInt('submitInterval', 1);
// Resize the canvas every N frames, toggling between full and half
// resolution.
var canvasResizeInterval = WGLUUrl.getInt('canvasResizeInterval', 0);
// Draw only half the world cubes. Helps test variable render cost
// when combined with heavyGpu.
var halfOnly = WGLUUrl.getBool('halfOnly', false);
// Automatically spin the world cubes. Intended for automated testing,
// not recommended for viewing in a headset.
var autorotate = WGLUUrl.getBool('autorotate', false);
// Use antialiasing for the drawing canvas. Default is on, can disable
// for performance comparisons.
var antialias = WGLUUrl.getBool('antialias', true);
var VELOCITY_SCALE = 0.25;
var presentationFrameCounter = 0;
// ================================
// WebVR-specific code begins here.
// ================================
// 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(vrDisplay ? vrDisplay.capabilities.hasExternalDisplay : false);
}
var webglCanvas = document.getElementById("webgl-canvas");
webglCanvas.addEventListener( 'webglcontextlost', onContextLost, false );
webglCanvas.addEventListener( 'webglcontextrestored', onContextRestored, false );
function initWebGL (preserveDrawingBuffer) {
var glAttribs = {
alpha: false,
preserveDrawingBuffer: preserveDrawingBuffer,
antialias: antialias
};
gl = webglCanvas.getContext("webgl", glAttribs);
if (!gl) {
gl = webglCanvas.getContext("experimental-webgl", glAttribs);
if (!gl) {
VRSamplesUtil.addError("Your browser does not support WebGL.");
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, cubeCount, cubeScale, heavyGpu,
halfOnly, autorotate);
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.bind(this, 1.0), false);
onResize();
window.requestAnimationFrame(onAnimationFrame);
}
function onVRRequestPresent () {
vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
}, function (err) {
var errMsg = "requestPresent failed.";
if (err && err.message) {
errMsg += "<br/>" + err.message
}
VRSamplesUtil.addError(errMsg, 2000);
});
}
function onVRExitPresent () {
if (!vrDisplay.isPresenting)
return;
vrDisplay.exitPresent().then(function () {
}, function () {
VRSamplesUtil.addError("exitPresent failed.", 2000);
});
}
function onVRPresentChange () {
onResize();
if (vrDisplay.isPresenting) {
if (vrDisplay.capabilities.hasExternalDisplay) {
VRSamplesUtil.removeButton(vrPresentButton);
vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
}
} else {
if (vrDisplay.capabilities.hasExternalDisplay) {
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];
vrDisplay.depthNear = 0.1;
vrDisplay.depthFar = 1024.0;
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);
window.addEventListener('vrdisplaypresentchange', onVRPresentChange, false);
window.addEventListener('vrdisplayactivate', onVRRequestPresent, false);
window.addEventListener('vrdisplaydeactivate', onVRExitPresent, false);
initWebGL(vrDisplay.capabilities.hasExternalDisplay);
} else {
initWebGL(false);
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) {
initWebGL(false);
VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
} else {
initWebGL(false);
VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
}
function onResize (opt_multiplier) {
if (vrDisplay && vrDisplay.isPresenting) {
var multiplier = opt_multiplier || 1;
var leftEye = vrDisplay.getEyeParameters("left");
var rightEye = vrDisplay.getEyeParameters("right");
// If user has specified renderWidth/Height in URL, use that instead of the
// recommended resolution. Useful for testing to get cross-device comparable
// results. This still gets multiplied by renderScale if that is set.
var renderWidth = standardSize ? 1024 : Math.max(leftEye.renderWidth, rightEye.renderWidth);
var renderHeight = standardSize ? 1024 : Math.max(leftEye.renderHeight, rightEye.renderHeight);
webglCanvas.width = renderWidth * 2 * renderScale * multiplier;
webglCanvas.height = renderHeight * renderScale * multiplier;
} else {
webglCanvas.width = webglCanvas.offsetWidth * window.devicePixelRatio;
webglCanvas.height = webglCanvas.offsetHeight * window.devicePixelRatio;
}
console.log('onResize', webglCanvas.width, webglCanvas.height);
}
var now = (window.performance && performance.now) ? performance.now.bind(performance) : Date.now;
function onAnimationFrame (t) {
// do not attempt to render if there is no available WebGL context
if (!gl || !stats || !cubeSea) {
return;
}
stats.begin();
// Simulate a poorly designed app that doesn't provide frames.
if(noFrames) {
return;
}
if (simulatedWorkTimeMs > 0) {
// Simulate a heavy Javascript workload
var start = now();
mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
while (now() - start < simulatedWorkTimeMs) {
// Spin our wheels doing useless BS :)
mat4.invert(projectionMat, projectionMat);
mat4.translate(projectionMat, projectionMat, [1.0, 1.0, 1.0]);
}
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (vrDisplay) {
vrDisplay.requestAnimationFrame(onAnimationFrame);
vrDisplay.getFrameData(frameData);
if (vrDisplay.isPresenting) {
var frameNum = presentationFrameCounter;
// Only count frames in presenting mode, to ensure the first
// presenting frame has frameNum=0.
++presentationFrameCounter;
if (pureFlickerApp) {
// Disable normal rendering and only act as a flicker app
// Useful on slow devices where rendering the cube sea and latency
// patch together has a significant effect on performance
let angularVelocity = vec3.len(frameData.pose.angularVelocity);
let brightness = Math.min(angularVelocity * VELOCITY_SCALE, 1.0);
gl.clearColor(brightness, brightness, brightness, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
vrDisplay.submitFrame();
return;
}
// Simulate an app that's only submitting on a subset of animation
// frames. This seems to be legal according to the WebVR spec?
// frameNum=0 is submitted, so setting submitInterval to a large
// number can simulate a splash screen.
if (submitInterval && frameNum % submitInterval > 0) {
return;
}
// Test resizing canvas while presenting. This doesn't need to be
// very efficient, but should work.
if (canvasResizeInterval && frameNum % canvasResizeInterval == 0) {
// Toggle canvas between half size and normal size.
if (Math.floor(frameNum / canvasResizeInterval) % 2) {
onResize(0.5);
} else {
onResize();
}
}
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 (latencyPatch) {
// Draw a square overlay in the right eye with brightness
// proportional to the magnitude of the headset's angular
// velocity. This is intended for a hardware latency tester.
let angularVelocity = vec3.len(frameData.pose.angularVelocity);
let brightness = Math.min(angularVelocity * VELOCITY_SCALE, 1.0);
gl.scissor(webglCanvas.width * 0.625, webglCanvas.height * 0.25,
webglCanvas.width * 0.25, webglCanvas.height * 0.5);
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(brightness, brightness, brightness, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0.1, 0.2, 0.3, 1.0);
}
vrDisplay.submitFrame();
} else {
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
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();
}
})();
</script>
</body>
</html>