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WebVR API Implementation, r=larsbergstrom
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70 changed files with 13044 additions and 20 deletions
188
tests/html/webvr/js/vr-cube-sea.js
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188
tests/html/webvr/js/vr-cube-sea.js
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// Copyright 2016 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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/* global mat4, WGLUProgram */
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window.VRCubeSea = (function () {
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"use strict";
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var cubeSeaVS = [
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"uniform mat4 projectionMat;",
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"uniform mat4 modelViewMat;",
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"attribute vec3 position;",
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"attribute vec2 texCoord;",
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"varying vec2 vTexCoord;",
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"void main() {",
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" vTexCoord = texCoord;",
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" gl_Position = projectionMat * modelViewMat * vec4( position, 1.0 );",
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"}",
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].join("\n");
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var cubeSeaFS = [
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"precision mediump float;",
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"uniform sampler2D diffuse;",
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"varying vec2 vTexCoord;",
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"void main() {",
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" gl_FragColor = texture2D(diffuse, vTexCoord);",
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"}",
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].join("\n");
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var CubeSea = function (gl, texture) {
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this.gl = gl;
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this.statsMat = mat4.create();
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this.texture = texture;
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this.program = new WGLUProgram(gl);
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this.program.attachShaderSource(cubeSeaVS, gl.VERTEX_SHADER);
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this.program.attachShaderSource(cubeSeaFS, gl.FRAGMENT_SHADER);
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this.program.bindAttribLocation({
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position: 0,
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texCoord: 1
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});
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this.program.link();
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var cubeVerts = [];
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var cubeIndices = [];
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// Build a single cube.
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function appendCube (x, y, z) {
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if (!x && !y && !z) {
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// Don't create a cube in the center.
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return;
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}
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var size = 0.2;
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// Bottom
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var idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 1, idx + 2);
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cubeIndices.push(idx, idx + 2, idx + 3);
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cubeVerts.push(x - size, y - size, z - size, 0.0, 1.0);
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cubeVerts.push(x + size, y - size, z - size, 1.0, 1.0);
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cubeVerts.push(x + size, y - size, z + size, 1.0, 0.0);
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cubeVerts.push(x - size, y - size, z + size, 0.0, 0.0);
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// Top
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idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 2, idx + 1);
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cubeIndices.push(idx, idx + 3, idx + 2);
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cubeVerts.push(x - size, y + size, z - size, 0.0, 0.0);
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cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
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cubeVerts.push(x + size, y + size, z + size, 1.0, 1.0);
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cubeVerts.push(x - size, y + size, z + size, 0.0, 1.0);
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// Left
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idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 2, idx + 1);
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cubeIndices.push(idx, idx + 3, idx + 2);
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cubeVerts.push(x - size, y - size, z - size, 0.0, 1.0);
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cubeVerts.push(x - size, y + size, z - size, 0.0, 0.0);
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cubeVerts.push(x - size, y + size, z + size, 1.0, 0.0);
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cubeVerts.push(x - size, y - size, z + size, 1.0, 1.0);
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// Right
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idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 1, idx + 2);
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cubeIndices.push(idx, idx + 2, idx + 3);
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cubeVerts.push(x + size, y - size, z - size, 1.0, 1.0);
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cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
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cubeVerts.push(x + size, y + size, z + size, 0.0, 0.0);
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cubeVerts.push(x + size, y - size, z + size, 0.0, 1.0);
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// Back
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idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 2, idx + 1);
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cubeIndices.push(idx, idx + 3, idx + 2);
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cubeVerts.push(x - size, y - size, z - size, 1.0, 1.0);
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cubeVerts.push(x + size, y - size, z - size, 0.0, 1.0);
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cubeVerts.push(x + size, y + size, z - size, 0.0, 0.0);
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cubeVerts.push(x - size, y + size, z - size, 1.0, 0.0);
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// Front
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idx = cubeVerts.length / 5.0;
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cubeIndices.push(idx, idx + 1, idx + 2);
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cubeIndices.push(idx, idx + 2, idx + 3);
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cubeVerts.push(x - size, y - size, z + size, 0.0, 1.0);
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cubeVerts.push(x + size, y - size, z + size, 1.0, 1.0);
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cubeVerts.push(x + size, y + size, z + size, 1.0, 0.0);
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cubeVerts.push(x - size, y + size, z + size, 0.0, 0.0);
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}
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var gridSize = 10;
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// Build the cube sea
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for (var x = 0; x < gridSize; ++x) {
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for (var y = 0; y < gridSize; ++y) {
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for (var z = 0; z < gridSize; ++z) {
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appendCube(x - (gridSize / 2), y - (gridSize / 2), z - (gridSize / 2));
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}
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}
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}
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this.vertBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVerts), gl.STATIC_DRAW);
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this.indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeIndices), gl.STATIC_DRAW);
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this.indexCount = cubeIndices.length;
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};
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var mortimer = mat4.create();
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var a = [0.9868122935295105, -0.03754837438464165, -0.15745431184768677, 0, 0.011360996402800083, 0.9863911271095276, -0.1640235036611557, 0, 0.16147033870220184, 0.16007155179977417, 0.9738093614578247, 0, 0.192538782954216, 0.024526841938495636, -0.001076754298992455, 1.0000001192092896];
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for (var i = 0; i < 16; ++i) {
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mortimer[i] = a[i];
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}
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CubeSea.prototype.render = function (projectionMat, modelViewMat, stats) {
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var gl = this.gl;
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var program = this.program;
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//mat4.invert(mortimer, modelViewMat);
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program.use();
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gl.uniformMatrix4fv(program.uniform.projectionMat, false, projectionMat);
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gl.uniformMatrix4fv(program.uniform.modelViewMat, false, modelViewMat);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.enableVertexAttribArray(program.attrib.position);
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gl.enableVertexAttribArray(program.attrib.texCoord);
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gl.vertexAttribPointer(program.attrib.position, 3, gl.FLOAT, false, 20, 0);
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gl.vertexAttribPointer(program.attrib.texCoord, 2, gl.FLOAT, false, 20, 12);
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gl.activeTexture(gl.TEXTURE0);
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gl.uniform1i(this.program.uniform.diffuse, 0);
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
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if (stats) {
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// To ensure that the FPS counter is visible in VR mode we have to
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// render it as part of the scene.
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mat4.fromTranslation(this.statsMat, [0, -0.3, -0.5]);
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mat4.scale(this.statsMat, this.statsMat, [0.3, 0.3, 0.3]);
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mat4.rotateX(this.statsMat, this.statsMat, -0.75);
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mat4.multiply(this.statsMat, modelViewMat, this.statsMat);
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stats.render(projectionMat, this.statsMat);
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}
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};
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return CubeSea;
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})();
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