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<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' /> | ||
<link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png' /> | ||
<link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png' /> | ||
<link rel='stylesheet' href='https://raw.githubusercontent.com/immersive-web/webxr-samples/main/css/common.css' /> | ||
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# Immersive VR Session | ||
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<header> | ||
<details open> | ||
<summary>Immersive VR Session</summary> | ||
<p> | ||
This sample demonstrates how to use an 'immersive-vr' XRSession to | ||
present a simple WebGL scene to an XR device. The scene is not | ||
rendered to the page. | ||
<a class="back" href="./">Back</a> | ||
</p> | ||
</details> | ||
</header> | ||
<main style='text-align: center;'> | ||
<p>Click 'Enter XR' to see content</p> | ||
</main> | ||
<script type="module"> | ||
import {} from './webxr.js'; | ||
initXR(this); | ||
</script> |
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import {WebXRButton} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/util/webxr-button.js'; | ||
import {Scene} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/render/scenes/scene.js'; | ||
import {Renderer, createWebGLContext} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/render/core/renderer.js'; | ||
import {Gltf2Node} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/render/nodes/gltf2.js'; | ||
import {SkyboxNode} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/render/nodes/skybox.js'; | ||
import {QueryArgs} from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/util/query-args.js'; | ||
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// If requested, use the polyfill to provide support for mobile devices | ||
// and devices which only support WebVR. | ||
import WebXRPolyfill from 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/js/third-party/webxr-polyfill/build/webxr-polyfill.module.js'; | ||
if (QueryArgs.getBool('usePolyfill', true)) { | ||
let polyfill = new WebXRPolyfill(); | ||
} | ||
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// XR globals. | ||
let xrButton = null; | ||
let xrRefSpace = null; | ||
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// WebGL scene globals. | ||
let gl = null; | ||
let renderer = null; | ||
let scene = new Scene(); | ||
scene.addNode(new Gltf2Node({url: 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/media/gltf/space/space.gltf'})); | ||
scene.addNode(new SkyboxNode({url: 'https://raw.githubusercontent.com/immersive-web/webxr-samples/main/media/textures/milky-way-4k.png'})); | ||
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// Checks to see if WebXR is available and, if so, queries a list of | ||
// XRDevices that are connected to the system. | ||
export default function initXR(context) { | ||
// Adds a helper button to the page that indicates if any XRDevices are | ||
// available and let's the user pick between them if there's multiple. | ||
xrButton = new WebXRButton({ | ||
onRequestSession: onRequestSession, | ||
onEndSession: onEndSession | ||
}); | ||
lively.query(context, 'header').appendChild(xrButton.domElement); | ||
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// Is WebXR available on this UA? | ||
if (navigator.xr) { | ||
// If the device allows creation of exclusive sessions set it as the | ||
// target of the 'Enter XR' button. | ||
navigator.xr.isSessionSupported('immersive-vr').then((supported) => { | ||
xrButton.enabled = supported; | ||
}); | ||
} | ||
} | ||
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// Called when the user selects a device to present to. In response we | ||
// will request an exclusive session from that device. | ||
function onRequestSession() { | ||
return navigator.xr.requestSession('immersive-vr').then(onSessionStarted); | ||
} | ||
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// Called when we've successfully acquired a XRSession. In response we | ||
// will set up the necessary session state and kick off the frame loop. | ||
function onSessionStarted(session) { | ||
// This informs the 'Enter XR' button that the session has started and | ||
// that it should display 'Exit XR' instead. | ||
xrButton.setSession(session); | ||
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// Listen for the sessions 'end' event so we can respond if the user | ||
// or UA ends the session for any reason. | ||
session.addEventListener('end', onSessionEnded); | ||
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// Create a WebGL context to render with, initialized to be compatible | ||
// with the XRDisplay we're presenting to. | ||
gl = createWebGLContext({ | ||
xrCompatible: true | ||
}); | ||
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// Create a renderer with that GL context (this is just for the samples | ||
// framework and has nothing to do with WebXR specifically.) | ||
renderer = new Renderer(gl); | ||
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// Set the scene's renderer, which creates the necessary GPU resources. | ||
scene.setRenderer(renderer); | ||
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// Use the new WebGL context to create a XRWebGLLayer and set it as the | ||
// sessions baseLayer. This allows any content rendered to the layer to | ||
// be displayed on the XRDevice. | ||
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); | ||
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// Get a frame of reference, which is required for querying poses. In | ||
// this case an 'local' frame of reference means that all poses will | ||
// be relative to the location where the XRDevice was first detected. | ||
session.requestReferenceSpace('local').then((refSpace) => { | ||
xrRefSpace = refSpace; | ||
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// Inform the session that we're ready to begin drawing. | ||
session.requestAnimationFrame(onXRFrame); | ||
}); | ||
} | ||
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// Called when the user clicks the 'Exit XR' button. In response we end | ||
// the session. | ||
function onEndSession(session) { | ||
session.end(); | ||
} | ||
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// Called either when the user has explicitly ended the session (like in | ||
// onEndSession()) or when the UA has ended the session for any reason. | ||
// At this point the session object is no longer usable and should be | ||
// discarded. | ||
function onSessionEnded(event) { | ||
xrButton.setSession(null); | ||
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// In this simple case discard the WebGL context too, since we're not | ||
// rendering anything else to the screen with it. | ||
renderer = null; | ||
} | ||
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// Called every time the XRSession requests that a new frame be drawn. | ||
function onXRFrame(t, frame) { | ||
let session = frame.session; | ||
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// Per-frame scene setup. Nothing WebXR specific here. | ||
scene.startFrame(); | ||
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// Inform the session that we're ready for the next frame. | ||
session.requestAnimationFrame(onXRFrame); | ||
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// Get the XRDevice pose relative to the Frame of Reference we created | ||
// earlier. | ||
let pose = frame.getViewerPose(xrRefSpace); | ||
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// Getting the pose may fail if, for example, tracking is lost. So we | ||
// have to check to make sure that we got a valid pose before attempting | ||
// to render with it. If not in this case we'll just leave the | ||
// framebuffer cleared, so tracking loss means the scene will simply | ||
// disappear. | ||
if (pose) { | ||
let glLayer = session.renderState.baseLayer; | ||
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// If we do have a valid pose, bind the WebGL layer's framebuffer, | ||
// which is where any content to be displayed on the XRDevice must be | ||
// rendered. | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer); | ||
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// Clear the framebuffer | ||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | ||
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// Loop through each of the views reported by the frame and draw them | ||
// into the corresponding viewport. | ||
for (let view of pose.views) { | ||
let viewport = glLayer.getViewport(view); | ||
gl.viewport(viewport.x, viewport.y, | ||
viewport.width, viewport.height); | ||
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// Draw this view of the scene. What happens in this function really | ||
// isn't all that important. What is important is that it renders | ||
// into the XRWebGLLayer's framebuffer, using the viewport into that | ||
// framebuffer reported by the current view, and using the | ||
// projection matrix and view transform from the current view. | ||
// We bound the framebuffer and viewport up above, and are passing | ||
// in the appropriate matrices here to be used when rendering. | ||
scene.draw(view.projectionMatrix, view.transform); | ||
} | ||
} else { | ||
// There's several options for handling cases where no pose is given. | ||
// The simplest, which these samples opt for, is to simply not draw | ||
// anything. That way the device will continue to show the last frame | ||
// drawn, possibly even with reprojection. Alternately you could | ||
// re-draw the scene again with the last known good pose (which is now | ||
// likely to be wrong), clear to black, or draw a head-locked message | ||
// for the user indicating that they should try to get back to an area | ||
// with better tracking. In all cases it's possible that the device | ||
// may override what is drawn here to show the user it's own error | ||
// message, so it should not be anything critical to the application's | ||
// use. | ||
} | ||
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// Per-frame scene teardown. Nothing WebXR specific here. | ||
scene.endFrame(); | ||
} |
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