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03-vr-presentation.html
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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">
<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>
// Prevents the polyfill from initializing automatically.
var WebVRConfig = { DEFER_INITIALIZATION: true }
</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(); }
</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</canvas>
<script>
/* global mat4, VRCubeSea, WGLUStats, WGLUTextureLoader, VRSamplesUtil */
(function () {
"use strict";
var vrDisplay = null;
var projectionMat = mat4.create();
var viewMat = mat4.create();
var vrPresentButton = null;
// ===================================================
// WebGL scene setup. This code is not WebVR specific.
// ===================================================
// WebGL setup.
var webglCanvas = document.getElementById("webgl-canvas");
var glAttribs = {
alpha: false,
antialias: !VRSamplesUtil.isMobile()
};
var gl = webglCanvas.getContext("webgl", glAttribs);
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");
var cubeSea = new VRCubeSea(gl, texture);
var stats = new WGLUStats(gl);
var presentingMessage = document.getElementById("presenting-message");
// ================================
// 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 () {
VRSamplesUtil.addError("requestPresent failed.", 2000);
});
}
function onVRExitPresent () {
vrDisplay.exitPresent().then(function () {
// Nothing to do because we're handling things in onVRPresentChange.
}, function () {
VRSamplesUtil.addError("exitPresent failed.", 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) {
navigator.getVRDisplays().then(function (displays) {
if (displays.length > 0) {
vrDisplay = displays[0];
VRSamplesUtil.addButton("Reset Pose", "R", null, function () { vrDisplay.resetPose(); });
// 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);
// 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);
} else {
VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
}
});
} 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;
}
}
window.addEventListener("resize", onResize, false);
onResize();
function renderSceneView (pose, eye) {
var orientation = pose.orientation;
var position = pose.position;
if (!orientation) { orientation = [0, 0, 0, 1]; }
if (!position) { position = [0, 0, 0]; }
if (eye)
mat4.perspectiveFromFieldOfView(projectionMat, eye.fieldOfView, 0.1, 1024.0);
else
mat4.perspective(projectionMat, 45, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
mat4.fromRotationTranslation(viewMat, orientation, position);
if (eye)
mat4.translate(viewMat, viewMat, eye.offset);
mat4.invert(viewMat, viewMat);
cubeSea.render(projectionMat, viewMat, stats);
}
function onAnimationFrame (t) {
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();
if (vrDisplay.isPresenting) {
// When presenting render a stereo view.
gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
renderSceneView(pose, vrDisplay.getEyeParameters("left"));
gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
renderSceneView(pose, vrDisplay.getEyeParameters("right"));
// If we're currently presenting to the VRDisplay we need to
// explicitly indicate we're done rendering and inform the
// display which pose was used to render the current frame.
vrDisplay.submitFrame(pose);
} else {
// When not presenting render a mono view that still takes pose into
// account.
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
renderSceneView(pose, null);
stats.renderOrtho();
}
} else {
window.requestAnimationFrame(onAnimationFrame);
// No VRDisplay found.
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
mat4.perspective(projectionMat, 45, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
mat4.identity(viewMat);
cubeSea.render(projectionMat, viewMat, stats);
stats.renderOrtho();
}
stats.end();
}
window.requestAnimationFrame(onAnimationFrame);
})();
</script>
</body>
</html>