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312 lines
12 KiB
HTML
312 lines
12 KiB
HTML
<!doctype html>
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<!--
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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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-->
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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<meta name="mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-capable" content="yes">
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<title>05 - Room Scale</title>
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<!--
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This sample demonstrates how to create scenes that align with the space
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physically available to the user (when that information is available).
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-->
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<style>
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#webgl-canvas {
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box-sizing: border-box;
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height: 100%;
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left: 0;
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margin: 0;
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position: absolute;
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top: 0;
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width: 100%;
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}
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</style>
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<!-- This entire block in only to facilitate dynamically enabling and
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disabling the WebVR polyfill, and is not necessary for most WebVR apps.
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If you want to use the polyfill in your app, just include the js file and
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everything will work the way you want it to by default. -->
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<script>
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var WebVRConfig = {
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// Prevents the polyfill from initializing automatically.
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DEFER_INITIALIZATION: true,
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// Polyfill optimizations
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DIRTY_SUBMIT_FRAME_BINDINGS: true,
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BUFFER_SCALE: 0.75,
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};
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</script>
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<script src="js/third-party/webvr-polyfill.js"></script>
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<script src="js/third-party/wglu/wglu-url.js"></script>
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<script>
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// Dynamically turn the polyfill on if requested by the query args.
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if (WGLUUrl.getBool('polyfill', false)) {
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InitializeWebVRPolyfill();
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} else {
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// Shim for migration from older version of WebVR. Shouldn't be necessary for very long.
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InitializeSpecShim();
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}
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</script>
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<!-- End sample polyfill enabling logic -->
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<script src="js/third-party/gl-matrix-min.js"></script>
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<script src="js/third-party/wglu/wglu-debug-geometry.js"></script>
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<script src="js/third-party/wglu/wglu-program.js"></script>
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<script src="js/third-party/wglu/wglu-stats.js"></script>
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<script src="js/third-party/wglu/wglu-texture.js"></script>
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<script src="js/vr-cube-island.js"></script>
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<script src="js/vr-samples-util.js"></script>
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</head>
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<body>
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<canvas id="webgl-canvas"></canvas>
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<script>
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/* global mat4, vec3, VRCubeIsland, WGLUDebugGeometry, WGLUStats, WGLUTextureLoader, VRSamplesUtil */
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(function () {
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"use strict";
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var PLAYER_HEIGHT = 1.65;
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var vrDisplay = null;
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var frameData = null;
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var projectionMat = mat4.create();
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var viewMat = mat4.create();
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var vrPresentButton = null;
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// ===================================================
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// WebGL scene setup. This code is not WebVR specific.
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// ===================================================
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// WebGL setup.
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var webglCanvas = document.getElementById("webgl-canvas");
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var gl = null;
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var cubeIsland = null;
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var stats = null;
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var debugGeom = null;
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function initWebGL (preserveDrawingBuffer) {
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var glAttribs = {
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alpha: false,
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antialias: false, //!VRSamplesUtil.isMobile(),
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preserveDrawingBuffer: false //preserveDrawingBuffer
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};
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gl = webglCanvas.getContext("webgl", glAttribs);
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if (!gl) {
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gl = webglCanvas.getContext("experimental-webgl", glAttribs);
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if (!gl) {
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VRSamplesUtil.addError("Your browser does not support WebGL.");
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return;
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}
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}
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gl.clearColor(0.1, 0.2, 0.3, 1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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var textureLoader = new WGLUTextureLoader(gl);
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var texture = textureLoader.loadTexture("media/textures/cube-sea.png");
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// If the VRDisplay doesn't have stageParameters we won't know
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// how big the users play space. Construct a scene around a
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// default space size like 2 meters by 2 meters as a placeholder.
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cubeIsland = new VRCubeIsland(gl, texture, 2, 2);
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stats = new WGLUStats(gl);
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debugGeom = new WGLUDebugGeometry(gl);
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// Wait until we have a WebGL context to resize and start rendering.
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window.addEventListener("resize", onResize, false);
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onResize();
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window.requestAnimationFrame(onAnimationFrame);
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}
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// ================================
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// WebVR-specific code begins here.
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// ================================
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function onVRRequestPresent () {
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vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
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}, function () {
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VRSamplesUtil.addError("requestPresent failed.", 2000);
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});
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}
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function onVRExitPresent () {
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if (!vrDisplay.isPresenting)
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return;
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vrDisplay.exitPresent().then(function () {
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}, function () {
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VRSamplesUtil.addError("exitPresent failed.", 2000);
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});
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}
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function onVRPresentChange () {
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onResize();
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if (vrDisplay.isPresenting) {
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if (vrDisplay.capabilities.hasExternalDisplay) {
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VRSamplesUtil.removeButton(vrPresentButton);
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vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
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}
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} else {
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if (vrDisplay.capabilities.hasExternalDisplay) {
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VRSamplesUtil.removeButton(vrPresentButton);
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vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
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}
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}
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}
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if (navigator.getVRDisplays) {
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frameData = new VRFrameData();
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navigator.getVRDisplays().then(function (displays) {
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if (displays.length > 0) {
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vrDisplay = displays[0];
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vrDisplay.depthNear = 0.1;
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vrDisplay.depthFar = 1024.0;
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initWebGL(true);
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if (vrDisplay.stageParameters &&
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vrDisplay.stageParameters.sizeX > 0 &&
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vrDisplay.stageParameters.sizeZ > 0) {
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// If we have stageParameters with a valid size use that to resize
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// our scene to match the users available space more closely. The
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// check for size > 0 is necessary because some devices, like the
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// Oculus Rift, can give you a standing space coordinate but don't
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// have a configured play area. These devices will return a stage
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// size of 0.
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cubeIsland.resize(vrDisplay.stageParameters.sizeX, vrDisplay.stageParameters.sizeZ);
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} else {
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if (vrDisplay.stageParameters) {
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VRSamplesUtil.addInfo("VRDisplay reported stageParameters, but stage size was 0. Using default size.", 3000);
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} else {
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VRSamplesUtil.addInfo("VRDisplay did not report stageParameters", 3000);
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}
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}
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VRSamplesUtil.addButton("Reset Pose", "R", null, function () { vrDisplay.resetPose(); });
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if (vrDisplay.capabilities.canPresent)
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vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
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window.addEventListener('vrdisplaypresentchange', onVRPresentChange, false);
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window.addEventListener('vrdisplayactivate', onVRRequestPresent, false);
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window.addEventListener('vrdisplaydeactivate', onVRExitPresent, false);
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} else {
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initWebGL(false);
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VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
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}
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});
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} else if (navigator.getVRDevices) {
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initWebGL(false);
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VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
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} else {
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initWebGL(false);
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VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
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}
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function onResize () {
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if (vrDisplay && vrDisplay.isPresenting) {
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var leftEye = vrDisplay.getEyeParameters("left");
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var rightEye = vrDisplay.getEyeParameters("right");
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webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2;
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webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
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} else {
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webglCanvas.width = window.innerWidth * window.devicePixelRatio * 2;
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webglCanvas.height = window.innerHeight * window.devicePixelRatio * 2;
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}
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}
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// Get a matrix for the pose that takes into account the stageParameters
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// if we have them, and otherwise adjusts the position to ensure we're
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// not stuck in the floor.
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function getStandingViewMatrix (out, view) {
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if (vrDisplay.stageParameters) {
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// If the headset provides stageParameters use the
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// sittingToStandingTransform to transform the view matrix into a
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// space where the floor in the center of the users play space is the
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// origin.
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mat4.invert(out, vrDisplay.stageParameters.sittingToStandingTransform);
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mat4.multiply(out, view, out);
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} else {
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// Otherwise you'll want to translate the view to compensate for the
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// scene floor being at Y=0. Ideally this should match the user's
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// height (you may want to make it configurable). For this demo we'll
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// just assume all human beings are 1.65 meters (~5.4ft) tall.
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mat4.identity(out);
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mat4.translate(out, out, [0, PLAYER_HEIGHT, 0]);
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mat4.invert(out, out);
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mat4.multiply(out, view, out);
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}
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}
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function renderSceneView (projection, view, pose) {
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cubeIsland.render(projection, view, stats);
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// For fun, draw a blue cube where the players head would have been if
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// we weren't taking the stageParameters into account. It'll start in
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// the center of the floor.
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var orientation = pose.orientation;
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var position = pose.position;
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if (!orientation) { orientation = [0, 0, 0, 1]; }
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if (!position) { position = [0, 0, 0]; }
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debugGeom.bind(projection, view);
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debugGeom.drawCube(orientation, position, 0.2, [0, 0, 1, 1]);
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}
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function onAnimationFrame (t) {
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stats.begin();
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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if (vrDisplay) {
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vrDisplay.requestAnimationFrame(onAnimationFrame);
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vrDisplay.getFrameData(frameData);
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if (vrDisplay.isPresenting) {
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gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
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getStandingViewMatrix(viewMat, frameData.leftViewMatrix);
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renderSceneView(frameData.leftProjectionMatrix, viewMat, frameData.pose);
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gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
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getStandingViewMatrix(viewMat, frameData.rightViewMatrix);
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renderSceneView(frameData.rightProjectionMatrix, viewMat, frameData.pose);
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vrDisplay.submitFrame();
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} else {
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gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
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mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
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getStandingViewMatrix(viewMat, frameData.leftViewMatrix);
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renderSceneView(projectionMat, viewMat, frameData.pose);
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stats.renderOrtho();
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}
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} else {
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window.requestAnimationFrame(onAnimationFrame);
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// No VRDisplay found.
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gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
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mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
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mat4.identity(viewMat);
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mat4.translate(viewMat, viewMat, [0, -PLAYER_HEIGHT, 0]);
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cubeIsland.render(projectionMat, viewMat, stats);
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stats.renderOrtho();
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}
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stats.end();
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}
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})();
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</script>
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</body>
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</html>
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