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offscreen-canvas.html
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<!doctype html>
<!--
Copyright 2018 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<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>Offscreen Canvas</title>
<link href='css/common.css' rel='stylesheet'></link>
<script src='../build/webxr-polyfill.js'></script>
<script>
window.polyfill = new WebXRPolyfill();
</script>
<script src='js/gl-matrix-min.js'></script>
<script src='js/cottontail.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Offscreen Canvas</summary>
<p>
This sample demonstrates use of a non-immersive XRSession to present
'Magic Window' rendered from an OffscreenCanvas.
</p>
</details>
</header>
<script>
(function () {
'use strict';
// XR globals.
let xrButton = null;
let xrExclusiveFrameOfRef = null;
let xrNonExclusiveFrameOfRef = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new CubeSeaScene();
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
// In order for a non-immersive session to be used we must provide
// an outputContext, which indicates the canvas that will contain
// results of the session's rendering.
let outputCanvas = document.createElement('canvas');
let ctx = outputCanvas.getContext('xrpresent');
// Pick an arbitrary device for the magic window content and start
// up a non-immersive session if possible.
navigator.xr.requestSession('inline')
.then((session) => {
// Add the canvas to the document once we know that it will be
// rendered to.
document.body.appendChild(outputCanvas);
onSessionStarted(session);
});
}
}
function onRequestSession() {
navigator.xr.requestSession('immersive-vr').then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
if (!gl) {
let offscreenCanvas = new OffscreenCanvas(1, 1);
gl = offscreenCanvas.getContext('webgl', {
xrCompatible: true
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
session.baseLayer = new XRWebGLLayer(session, gl);
session.requestFrameOfReference('eye-level').then((frameOfRef) => {
// Since we're dealing with multple sessions now we need to track
// which XRFrameOfReference is associated with which XRSession.
if (session.immersive) {
xrExclusiveFrameOfRef = frameOfRef;
} else {
xrNonExclusiveFrameOfRef = frameOfRef;
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
// Only reset the button when the immersive session ends.
if (event.session.immersive)
xrButton.setSession(null);
}
// Called every time a XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
// Ensure that we're using the right frame of reference for the session.
let frameOfRef = session.immersive ?
xrExclusiveFrameOfRef :
xrNonExclusiveFrameOfRef;
let pose = frame.getViewerPose(frameOfRef);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (pose) {
for (let view of frame.views) {
let viewport = session.baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
scene.draw(view.projectionMatrix, pose.getViewMatrix(view));
}
}
scene.endFrame();
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>