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quadmipscheck.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'>
<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>Check mips on layers</title>
<script src="js/wglu/wglu-program.js"></script>
<script src="js/stereo-util.js"></script>
</head>
<body>
<header>
<details open>
<summary>Quad Layer Example</summary>
<p>
<button id="xr-button" disabled>XR not found</button>
</p>
<p>
Green = test successful
Red = test failed
</p>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter VR' to see content</p>
</main>
<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 { Node } from './js/render/core/node.js';
import { Gltf2Node } from './js/render/nodes/gltf2.js';
import { SkyboxNode } from './js/render/nodes/skybox.js';
import { BoxBuilder } from './js/render/geometry/box-builder.js';
import { PbrMaterial } from './js/render/materials/pbr.js';
import { mat4, vec3, quat } from './js/render/math/gl-matrix.js';
import { InlineViewerHelper } from './js/util/inline-viewer-helper.js';
import { QueryArgs } from './js/util/query-args.js';
'use strict';
//
// 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.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, texture);
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);
};
image.src = url;
}
let backdrop = document.getElementById('backdrop');
let low_fps = document.getElementById('lower_fps');
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;
let xrGLFactory = null;
let xrFramebuffer = null;
let xrReadFramebuffer = null;
let backgroundTexture = null;
let renderer = null;
let eqr_pos = { x: 0.0, y: 0.0, z: 2.0 };
let eqr_orient = { yaw: 0.0, pitch: 0.0, roll: 0.0 };
// WebGL scene globals.
let gl = null;
let quadLayer1 = null;
let quadLayer2 = null;
let proj_layer = null;
let texture_copied = false;
let colorProgramInfo = null;
let textureProgramInfo = null;
let layerHeight = 1024;
let layerWidth = 1024;
let offset = -3.5;
const lastFrameButtonsByGamepad = new WeakMap();
function buttonPressedThisFrame(gamepad, lastFrameButtons, index) {
return (index < gamepad.buttons.length &&
gamepad.buttons[index].pressed &&
!lastFrameButtons[index]);
}
let scene = new Scene();
// Checks to see if WebXR is available and, if so, requests an XRDevice
// that is connected to the system and tests it to ensure it supports the
// desired session options.
function initXR() {
// 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) => {
if (supported) {
// Updates the button to start an XR session when clicked.
xrButton.addEventListener('click', onButtonClicked);
xrButton.textContent = 'Enter XR';
xrButton.disabled = false;
}
});
}
}
// Called when the user clicks the button to enter XR. If we don't have a
// session we'll request one, and if we do have a session we'll end it.
function onButtonClicked() {
if (!xrSession) {
navigator.xr.requestSession('immersive-vr', {requiredFeatures: ['layers'], optionalFeatures: []}).then(onSessionStarted);
} else {
xrSession.end();
}
}
function updateEqrTransform() {
const orient = quat.create();
quat.fromEuler(orient, eqr_orient.pitch, eqr_orient.yaw, eqr_orient.roll);
quadLayer1.transform = new XRRigidTransform({x: 0, y: 1.0, z: offset}, { x: orient[0], y: orient[1], z: orient[2], w: orient[3] });
quadLayer2.transform = new XRRigidTransform({x: -3, y: 1.0, z: offset}, { x: orient[0], y: orient[1], z: orient[2], w: orient[3] });
}
function ProcessGamepad(gamepad, hand, pose, session) {
if (quadLayer1 != null) {
if ("axes" in gamepad && gamepad.axes.length >= 4) {
if (gamepad.buttons[4].pressed) {
offset += .04;
}
if (hand == "right") {
const tilt = gamepad.axes[3];
const rot = gamepad.axes[2];
// tilt
eqr_orient.pitch = tilt * 90;
eqr_orient.yaw = rot * 90;
updateEqrTransform();
} else if (hand == "left") {
const zoom = gamepad.axes[3];
const horizontal_shift = gamepad.axes[2];
// tilt
eqr_pos.x = horizontal_shift * 4;
eqr_pos.z = -2 + zoom * 3;
updateEqrTransform();
}
}
let lastFrameButtons = lastFrameButtonsByGamepad.get(gamepad);
if (!lastFrameButtons) {
lastFrameButtons = new Array(gamepad.buttons.length);
lastFrameButtons.fill(false);
lastFrameButtonsByGamepad.set(gamepad, lastFrameButtons);
}
for (let i = 0; i < gamepad.buttons.length; i++) {
lastFrameButtons[i] = gamepad.buttons[i].pressed;
}
}
}
// 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) {
xrSession = session;
xrButton.textContent = 'Exit VR';
scene.inputRenderer.useProfileControllerMeshes(session);
// 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);
// Create a WebGL context to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
let canvas = document.createElement('canvas');
gl = canvas.getContext('webgl2', { xrCompatible: true });
xrFramebuffer = gl.createFramebuffer();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
xrFramebuffer = gl.createFramebuffer();
xrReadFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
proj_layer = xrGLFactory.createProjectionLayer( { space: refSpace });
quadLayer1 = xrGLFactory.createQuadLayer({
space: refSpace,
viewPixelHeight: layerHeight,
viewPixelWidth: layerWidth,
width: 1.0,
height: 1.0,
mipLevels: 5,
isStatic: true,
transform : new XRRigidTransform({x: 0, y: 0, z: -1.5}, {x: 0, y: 0, z: 0, w: 1}),
});
quadLayer2 = xrGLFactory.createQuadLayer({
space: refSpace,
viewPixelHeight: 4,
viewPixelWidth: 4,
width: 1.0,
height: 1.0,
mipLevels: 8,
isStatic: true,
transform : new XRRigidTransform({x: -3, y: 0, z: -1.5}, {x: 0, y: 0, z: 0, w: 1}),
});
session.updateRenderState({ layers: [proj_layer, quadLayer1, quadLayer2] });
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called either when the user has explicitly ended the session by calling
// session.end() 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) {
xrSession = null;
xrButton.textContent = 'Enter VR';
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
gl = null;
}
var needsRedraw = true;
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(time, frame) {
let session = frame.session;
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
// Get the XRDevice pose relative to the reference space we created
// earlier.
let pose = frame.getViewerPose(xrRefSpace);
// 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) {
offset -= .04;
if (offset < -20) {
offset = 1;
}
if (quadLayer1.needsRedraw) {
let glayer = xrGLFactory.getSubImage(quadLayer1, frame);
gl.disable(gl.SCISSOR_TEST);
gl.disable(gl.DEPTH_TEST);
gl.viewport(glayer.viewport.x, glayer.viewport.y, glayer.viewport.width, glayer.viewport.height);
// make a framebuffer for each mip level
const fbs = [];
const levels = 3;
for (let level = 0; level < levels; ++level) {
const fb = gl.createFramebuffer();
fbs.push(fb);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, glayer.colorTexture, level);
}
// render a different color to each level
const colors = [
[1, 0, 0, 1], // red
[0, 1, 0, 1], // green
[0, 0, 1, 1], // blue
[1, 1, 0, 1], // yellow
[1, 0, 1, 1],
];
for (let level = 0; level < levels; ++level) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbs[level]);
gl.clearColor(colors[level][0], colors[level][1], colors[level][2], 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
for (let level = 0; level < levels; ++level) {
gl.deleteFramebuffer(fbs[level]);
}
}
if (quadLayer2.needsRedraw) {
let glayer = xrGLFactory.getSubImage(quadLayer2, frame);
gl.disable(gl.SCISSOR_TEST);
gl.disable(gl.DEPTH_TEST);
gl.viewport(glayer.viewport.x, glayer.viewport.y, glayer.viewport.width, glayer.viewport.height);
// make a framebuffer for each mip level
const fbs = [];
const levels = 3;
for (let level = 0; level < levels; ++level) {
const fb = gl.createFramebuffer();
fbs.push(fb);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, glayer.colorTexture, level);
}
// render a different color to each level
const colors = [
[1, 0, 0, 1], // red
[0, 1, 0, 1], // green
[0, 0, 1, 1], // blue
[1, 1, 0, 1], // yellow
[1, 0, 1, 1],
];
for (let level = 0; level < levels; ++level) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbs[level]);
gl.clearColor(colors[level][0], colors[level][1], colors[level][2], 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
for (let level = 0; level < levels; ++level) {
gl.deleteFramebuffer(fbs[level]);
}
}
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
gl.invalidateFramebuffer(gl.FRAMEBUFFER, [gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT]);
for (let view of pose.views) {
let subimage = xrGLFactory.getViewSubImage(proj_layer, view);
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
gl.viewport(subimage.viewport.x,
subimage.viewport.y,
subimage.viewport.width,
subimage.viewport.height);
let correct_mips = false;
try {
correct_mips = (5 == quadLayer1.mipLevels) &&
(3 == quadLayer2.mipLevels);
} catch {
console.log("an exception occured during attribute access")
}
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, subimage.colorTexture, 0);
gl.clearColor(correct_mips?0:1.0, correct_mips?1.0:0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
// Check for and respond to any gamepad state changes.
for (let source of session.inputSources) {
if (source.gamepad) {
let pose = frame.getPose(source.gripSpace, xrRefSpace);
ProcessGamepad(source.gamepad, source.handedness, pose, session);
}
}
}
}
initXR();
</script>
</body>
</html>