-
Notifications
You must be signed in to change notification settings - Fork 6
/
multi-layer-eqr.html
490 lines (431 loc) · 19.5 KB
/
multi-layer-eqr.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
<!doctype html>
<!--
Copyright 2020 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'>
<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='css/common.css'>
<title>Multilayer Equirect</title>
<script src="js/wglu/wglu-program.js"></script>
<script src="js/stereo-util.js"></script>
</head>
<body>
<header>
<details open>
<summary>Multilayer Equirect</summary>
<p>
This sample shows how to draw a scene into a projection layer.
<a class="back" href="./">Back</a>
</p>
<input type="checkbox" id="do_stencil_buffer">stencil buffer</input>
<input type="checkbox" id="stereo_layer" value="Bike">stereo equirect layer</input>
<input type="checkbox" id="change_order">change order</input>
<input type="checkbox" id="update_cylinder_every_frame">Update cyl every frm</input>
</details>
</header>
<script type="module">
import {WebXRButton} from './js/util/webxr-button.js';
import {Scene, WebXRView} from './js/render/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
import {CubeSeaNode} from './js/render/nodes/cube-sea.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {QueryArgs} from './js/util/query-args.js';
// If requested, use the polyfill to provide support for mobile devices
// and devices which only support WebVR.
import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
if (QueryArgs.getBool('usePolyfill', true)) {
let polyfill = new WebXRPolyfill();
}
// XR globals.
let do_stencil_buffer = document.getElementById('do_stencil_buffer');
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
let xrGLFactory = null;
let xrFramebuffer = null;
let xrDepthBuffer = null;
let gl_ext = null;
let xr_stencil = false;
let texture_copied = false;
let stereoUtil = null;
let number_of_images = 0;
// WebGL scene globals.
let stereo_layer = document.getElementById("stereo_layer");
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new CubeSeaNode({cubeCount: 5, halfOnly:true, autoRotate:false}));
let eqr_texture;
let eqr_texture_width;
let eqr_texture_height;
let eqr_layer = null;
let proj_layer = null;
let cyl_texture;
let cyl_texture_width;
let cyl_texture_height;
let cyl_layer = null;
let eqr_layer_idx = 0;
let proj_layer_idx = 1;
let cyl_layer_idx = 2;
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
//
// Initialize a texture and load an image.
// When the image finished loading copy it into the texture.
//
function loadTexture(gl, url, complete_callback) {
const texture = gl.createTexture();
loadIntoTexture(gl, texture, url, complete_callback);
return texture;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
function loadIntoTexture(gl, texture, url, complete_callback) {
gl.bindTexture(gl.TEXTURE_2D, texture);
// Because images have to be download over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.crossOrigin = "Anonymous";
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
//?gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
//?gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR_MIPMAP_LINEAR);
} else {
// No, it's not a power of 2. Turn of mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
}
complete_callback(image.width, image.height);
};
eqr_texture_width = eqr_texture_height = undefined;
image.src = url;
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true,
webgl2: true
});
document.body.appendChild(gl.canvas);
gl_ext = gl.getExtension('WEBGL_depth_texture');
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
// Set up a non-black clear color so that we can see if something renders wrong.
gl.clearColor(0.1, 0.2, 0.3, 1.0);
renderer = new Renderer(gl);
scene.setRenderer(renderer);
stereoUtil = new VRStereoUtil(gl);
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr',{
requiredFeatures: ['layers']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onVisibilityChange(event) {
console.log("Visibility change for "
+ (event.session.isImmersive? "immersive" : "non-immersive")
+ " session: "
+ event.session.visibilityState);
}
async function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
session.addEventListener('visibilitychange', onVisibilityChange);
initGL();
if (session.isImmersive) {
if (stereo_layer.checked) {
number_of_images = 2;
eqr_texture = loadTexture(gl, 'media/textures/chess-pano-4k.jpg', (w,h) => {
eqr_texture_width = w;
eqr_texture_height = h;
onImageLoaded(session);
});
cyl_texture = loadTexture(gl, 'media/textures/stereo-top-bottom-image.png', (w,h) => {
cyl_texture_width = w;
cyl_texture_height = h;
onImageLoaded(session);
});
} else {
number_of_images = 2;
eqr_texture = loadTexture(gl, 'https://oculus-mp4.s3.amazonaws.com/Adam%20Savage%20Cave%20CREDIT%20ADAM%20SAVAGE%20and%20ERIC%20CHENG.jpg', (w, h) => {
eqr_texture_width = w;
eqr_texture_height = h;
onImageLoaded(session);
});
cyl_texture = loadTexture(gl, 'media/textures/eilenriede-park-2k.png', (w,h) => {
cyl_texture_width = w;
cyl_texture_height = h;
onImageLoaded(session);
});
}
texture_copied = false;
} else {
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
finalizeSessionStart(session);
}
}
function finalizeSessionStart(session) {
let refSpaceType = session.isImmersive ? 'local' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
// position the cylinder layer
//let cyl_layer = session.renderState.layers[cyl_layer_idx];
//cyl_layer.space = xrImmersiveRefSpace;
let pos = {x: -1.0, y: 0.0, z: -2.0};
let orient = {x:0,y:0,z:0,w:1};
cyl_layer.transform = new XRRigidTransform(pos, orient);
} else {
// In most samples moving forward we'll use this helper class rather
// than the reference space directly to inject the necessary logic
// for looking around an inline session with mouse and touch input.
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onImageLoaded(session) {
if (--number_of_images != 0)
return;
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
session.requestReferenceSpace('local').then((refSpace) => {
let projlayer = xrGLFactory.createProjectionLayer( {space: refSpace,
depthFormat: do_stencil_buffer.checked?gl.DEPTH24_STENCIL8:gl.DEPTH_COMPONENT24});
let eqrlayer = xrGLFactory.createEquirectLayer( {
space: refSpace,
viewPixelWidth: eqr_texture_width,
viewPixelHeight: eqr_texture_height / (stereo_layer.checked ? 2 : 1),
layout: ((stereo_layer.checked) ? "stereo-top-bottom" : "mono")
});
cyl_layer = xrGLFactory.createCylinderLayer( {
space: refSpace,
viewPixelWidth: cyl_texture_width,
viewPixelHeight: cyl_texture_height / (stereo_layer.checked ? 2 : 1),
layout: ((stereo_layer.checked) ? "stereo-top-bottom" : "mono")
});
if (change_order.checked) {
session.updateRenderState({ layers: [ eqrlayer, cyl_layer, projlayer ] });
eqr_layer_idx = 0;
cyl_layer_idx = 1;
proj_layer_idx = 2;
} else {
session.updateRenderState({ layers: [ eqrlayer, projlayer, cyl_layer ] });
eqr_layer_idx = 0;
proj_layer_idx = 1;
cyl_layer_idx = 2;
}
finalizeSessionStart(session);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
if (session.isImmersive &&
(cyl_layer.needsRedraw || eqr_layer.needsRedraw)) {
texture_copied = false;
}
if (session.isImmersive && !texture_copied) {
eqr_layer = session.renderState.layers[eqr_layer_idx];
proj_layer = session.renderState.layers[proj_layer_idx];
cyl_layer = session.renderState.layers[cyl_layer_idx];
texture_copied = true;
let fb = gl.createFramebuffer();
let glayer = xrGLFactory.getSubImage(eqr_layer, frame);
gl.viewport(0, 0, eqr_texture_width, eqr_texture_height);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
stereoUtil.blit(false, eqr_texture, 0, 0, 1, 1, eqr_texture_width, eqr_texture_height);
glayer = xrGLFactory.getSubImage(cyl_layer, frame);
gl.viewport(0, 0, cyl_texture_width, cyl_texture_height);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
stereoUtil.blit(false, cyl_texture, 0, 0, 1, 1, cyl_texture_width, cyl_texture_height);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteFramebuffer(fb);
}
if (!session.isImmersive) {
gl.clearColor(0.1, 0.2, 0.3, 1.0);
}
if (pose) {
let glLayer = null;
if (session.isImmersive) {
gl.clearColor(0, 0, 0, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
} else {
glLayer = session.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// This is a different rendering pattern than the previous samples
// used, but it should be more efficent. It's very common for apps
// being ported to XR to take existing 2D rendering code and call the
// top-level "drawScene" function once per XR view, effectively
// drawing a single eye at a time. However, this causes many state
// changes to be duplicated, which adds to the render loop's overhead.
// By providing the matrices and viewports as an array to the drawing
// function it can do all the necessary binding once and then call the
// actual draw commands in a tighter loop, only changing the matrices
// and viewport each time. This does mean that the viewport is changed
// much more frequently (N times per object instead of N times per
// scene) but it's typically a pretty cheap thing to change and will
// almost always be easily outweighed by the savings from not
// redundantly binding everything else.
// For example, a traditional draw loop would do this:
// Draw(views):
// for each view in views:
// setViewport();
// for each object in scene:
// bindProgram();
// bindMatrices();
// bindUniforms();
// bindBuffers();
// bindTextures();
// draw();
// While this method results in a loop more like this:
// Draw(views):
// for each object in scene:
// bindProgram();
// bindUniforms();
// bindBuffers();
// bindTextures();
// for each view in views:
// setViewport();
// bindMatrices();
// draw();
// Note that for the complexity of the scene in this samples this
// won't make much visible performance difference, but we're using the
// more efficient pattern anyway as a way of promoting best practices.
// Updating cylinder layer every frame
if (update_cylinder_every_frame.checked && session.isImmersive) {
let glayer = xrGLFactory.getSubImage(cyl_layer, frame);
let fb = gl.createFramebuffer();
gl.viewport(0, 0, cyl_texture_width, cyl_texture_height);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
stereoUtil.blit(false, cyl_texture, 0, 0, 1, 1, cyl_texture_width, cyl_texture_height);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteFramebuffer(fb);
}
let views = [];
for (let view of pose.views) {
let viewport = null;
if (session.isImmersive) {
glLayer = xrGLFactory.getViewSubImage(proj_layer, view);
glLayer.framebuffer = xrFramebuffer;
viewport = glLayer.viewport;
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glLayer.colorTexture, 0);
if (do_stencil_buffer.checked) {
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0);
} else {
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0);
}
} else {
viewport = glLayer.getViewport(view);
}
// Gather all the values needed for one view and push it into the
// array of views to be drawn. WebXRView is a utility class that
// holds all the necessary values for drawing a single view.
// In future samples we'll hide this part away as well by using the
// scene.drawXRViews() function, which handles gathering these
// values internally.
views.push(new WebXRView(view, glLayer, viewport));
}
scene.drawViewArray(views);
}
scene.endFrame();
}
initXR();
</script>
</body>
</html>