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equirect-video-2.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>Barebones Video</title>
<script src="js/wglu/wglu-program.js"></script>
<script src="js/stereo-util.js"></script>
</head>
<body>
<header>
<details open>
<summary>Barebones Video</summary>
<p>
This sample shows a stereo video on an equirect layer with a cubemap background.
<a class="back" href="./">Back</a>
</p>
<label>Choose a video</label>
<select id="videoselect">
<option value="https://d25a56pc18k0co.cloudfront.net/sloths_binaural_3840_180_3D-injected.mp4">side-by-side 180
3840x1920 30fps</option>
<option value="https://d25a56pc18k0co.cloudfront.net/sloths_binaural_3840x2160_360_3D_v2_injected.mp4">3840x2160
360
30fps
</option>
</select>
<input type="checkbox" id="update_every_frame">Update every frm</input>
<br />
<input type="checkbox" id="backdrop" checked>Show backdrop layer</input>
<input type="number" id="radius_txt" value="0">Radius</input>
<br />
<input type="checkbox" id="lower_fps">60 fps</input>
<br />
<button id="xr-button" disabled>XR not found</button>
<p>Trigger = pause<br />
Squeeze = show/hide controllers<br />
A/X = forward 15 second<br />
B/Y = back 15 second<br />
Joystick = turn movie</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.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);
};
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 videoTexture = null;
let backgroundTexture = null;
let updatevideo = false;
let renderer = null;
let eqr_pos = { x: 0.0, y: 0.0, z: 0.0 };
let eqr_orient = { yaw: 0.0, pitch: 0.0, roll: 0.0 };
// WebGL scene globals.
let gl = null;
let cylinder_layer = false;
let equirectlayer = null;
let equirectlayerbackdrop = null;
let proj_layer = null;
let videoWidth = -1;
let videoHeight = -1;
let texture_copied = false;
let video = document.createElement('video');
video.loop = true;
video.crossOrigin = "anonymous";
video.preload = 'auto';
video.autoload = true;
let layerHeight = 800;
let layerWidth = 800;
const lastFrameButtonsByGamepad = new WeakMap();
function buttonPressedThisFrame(gamepad, lastFrameButtons, index) {
return (index < gamepad.buttons.length &&
gamepad.buttons[index].pressed &&
!lastFrameButtons[index]);
}
function videoSelect() {
let s = document.getElementById("videoselect");
video.src = s.options[s.selectedIndex].value;
// HACK
switch (s.selectedIndex) {
case 0: videoWidth = 3840; videoHeight = 1920; break;
case 1: videoWidth = 3840; videoHeight = 2160; break;
case 2: videoWidth = 3840; videoHeight = 2160; break;
case 3: videoWidth = 2160; videoHeight = 2160; break;
case 4: videoWidth = 2880; videoHeight = 2880; break;
case 5: videoWidth = 1920; videoHeight = 1920; break;
case 6: videoWidth = 3840; videoHeight = 3840; break;
case 7: videoWidth = 3840; videoHeight = 3840; break;
}
}
videoSelect();
document.getElementById("videoselect").addEventListener('change', (event) => {
xrButton.disabled = true;
videoSelect();
});
let scene = new Scene();
//scene.enableStats(false);
//scene.standingStats(true);
setInterval(function () {
if (video.readyState >= video.HAVE_CURRENT_DATA) {
updatevideo = true;
}
}, 1000 / 60);
// 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: [low_fps.checked ? 'low-refresh-rate' : ''] }).then(onSessionStarted);
video.play();
} else {
xrSession.end();
}
}
function updateEqrTransform() {
const orient = quat.create();
quat.fromEuler(orient, eqr_orient.pitch, eqr_orient.yaw, eqr_orient.roll);
equirectlayer.transform = new XRRigidTransform(eqr_pos, { x: orient[0], y: orient[1], z: orient[2], w: orient[3] });
}
function ProcessGamepad(gamepad, hand, pose, session) {
if (equirectlayer != null) {
if ("axes" in gamepad && gamepad.axes.length >= 4) {
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 = zoom * 3;
updateEqrTransform();
}
}
let lastFrameButtons = lastFrameButtonsByGamepad.get(gamepad);
if (!lastFrameButtons) {
lastFrameButtons = new Array(gamepad.buttons.length);
lastFrameButtons.fill(false);
lastFrameButtonsByGamepad.set(gamepad, lastFrameButtons);
}
// Toggle Play/Pause on primary button press
if (buttonPressedThisFrame(gamepad, lastFrameButtons, 0)) {
if (video.paused) {
video.play();
} else {
video.pause();
}
}
// hide projection layer
if (buttonPressedThisFrame(gamepad, lastFrameButtons, 1)) {
if (session.renderState.layers.length == 3) {
session.updateRenderState({ layers: [equirectlayerbackdrop, equirectlayer] });
} else {
session.updateRenderState({ layers: [equirectlayerbackdrop, equirectlayer, proj_layer] });
}
}
// Fast forward 15s on A button press
if (buttonPressedThisFrame(gamepad, lastFrameButtons, 4)) {
video.currentTime += 15;
}
// Rewind 15s on B button press
if (buttonPressedThisFrame(gamepad, lastFrameButtons, 5)) {
video.currentTime -= 15;
}
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('webgl', { xrCompatible: true });
initQuad(gl);
xrFramebuffer = gl.createFramebuffer();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
xrFramebuffer = gl.createFramebuffer();
xrReadFramebuffer = gl.createFramebuffer();
//? videoTexture = gl.createTexture();
xrGLFactory = new XRWebGLBinding(session, gl);
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
proj_layer = xrGLFactory.createProjectionLayer({ space: refSpace, stencil: false });
let sideBySide = video.src.includes("3840_180_3D");
equirectlayer = xrGLFactory.createQuadLayer('texture', {
space: refSpace,
viewPixelHeight: layerHeight,
viewPixelWidth: layerWidth,
width: layerWidth,
height: layerHeight
});
/* equirectlayer = xrGLFactory.createEquirectLayer({
space: refSpace,
viewPixelWidth: sideBySide ? videoWidth / 2 : videoWidth,
viewPixelHeight: sideBySide ? videoHeight : videoHeight / 2,
layout: sideBySide ? "stereo-left-right" : "stereo-top-bottom"
});
if (sideBySide) {
equirectlayer.centralHorizontalAngle = Math.PI;
equirectlayer.upperVerticalAngle = Math.PI / 2.0;
equirectlayer.lowerVerticalAngle = -Math.PI / 2.0;
}
equirectlayer.radius = document.getElementById("radius_txt").value;*/
if (backdrop.checked) {
backgroundTexture = loadTexture(gl, 'media/textures/mono_equirect_test.png', (w, h) => {
equirectlayerbackdrop = xrGLFactory.createEquirectLayer( {
space: refSpace,
viewPixelWidth: w,
viewPixelHeight: h,
layout: "mono"
});
equirectlayerbackdrop.centralHorizontalAngle = 2 * Math.PI;
equirectlayerbackdrop.upperVerticalAngle = Math.PI / 2.0;
equirectlayerbackdrop.lowerVerticalAngle = -Math.PI / 2.0;
equirectlayerbackdrop.radius = 0;
session.updateRenderState({ layers: [equirectlayerbackdrop, equirectlayer, proj_layer] });
});
}
session.updateRenderState({ layers: [equirectlayer, proj_layer] });
// 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';
video.pause();
// 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) {
let arraylength = session.renderState.layers.length;
if (updatevideo || update_every_frame.checked || equirectlayer.needsRedraw) {
needsRedraw = false
updatevideo = false;
let fb = gl.createFramebuffer();
let glayer = xrGLFactory.getSubImage(equirectlayer, 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);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
drawQuad(gl);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteFramebuffer(fb);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
let views = [];
if (session.renderState.layers.length == 3) {
for (let view of pose.views) {
let viewport = null;
let 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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0);
gl.enable(gl.SCISSOR_TEST);
gl.enable(gl.DEPTH_TEST);
gl.scissor(viewport.x, viewport.y, viewport.width, viewport.height);
gl.clearColor(0.0, 0, 0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);
views.push(new WebXRView(view, glLayer, viewport));
}
}
// 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);
}
}
scene.updateInputSources(frame, equirectlayer.space);
scene.drawViewArray(views);
scene.endFrame();
}
}
var vertexBuffer;
var shaderProgram;
var indexBuffer;
var indices = [3,2,1,3,1,0];
function initQuad (gl) {
var fullscreen = false;
var quadCorner = fullscreen ? 1.0 : 0.5;
var vertices = [
-quadCorner, quadCorner, 0.0,
-quadCorner, -quadCorner, 0.0,
quadCorner, -quadCorner, 0.0,
quadCorner, quadCorner, 0.0
];
// Create an empty buffer object to store vertex buffer
vertexBuffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Create an empty buffer object to store Index buffer
indexBuffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
// Vertex shader source code
var vertCode =
'attribute vec3 coordinates;' +
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'}';
// Create a vertex shader object
var vertShader = gl.createShader(gl.VERTEX_SHADER);
// Attach vertex shader source code
gl.shaderSource(vertShader, vertCode);
// Compile the vertex shader
gl.compileShader(vertShader);
// Fragment shader source code
var fragCode =
'void main(void) {' +
' gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);' +
'}';
// Create fragment shader object
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
// Attach fragment shader source code
gl.shaderSource(fragShader, fragCode);
// Compile the fragmentt shader
gl.compileShader(fragShader);
// Create a shader program object to
// store the combined shader program
shaderProgram = gl.createProgram();
// Attach a vertex shader
gl.attachShader(shaderProgram, vertShader);
// Attach a fragment shader
gl.attachShader(shaderProgram, fragShader);
// Link both the programs
gl.linkProgram(shaderProgram);
}
function drawQuad(gl) {
/* ======= Associating shaders to buffer objects =======*/
// Bind vertex buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Bind index buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Get the attribute location
var coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coordinates);
// Use the combined shader program object
gl.useProgram(shaderProgram);
/*============= Drawing the Quad ================*/
// Clear the canvas
gl.clearColor(1.0, 0, 0, 1.0);
// Enable the depth test
gl.enable(gl.DEPTH_TEST);
// Clear the color buffer bit
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the triangle
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Bind index buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
// Start the XR application.
video.addEventListener('loadeddata', (event) => {
if (video.readyState >= 2) {
initXR();
}
});
</script>
</body>
</html>