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layers-color-checker.html
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<!doctype html>
<!--
Copyright 2019 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>Layers Colors Checker</title>
<script src="js/wglu/wglu-program.js"></script>
<script src="js/stereo-util.js"></script>
</head>
<body>
<header>
<details open>
<summary>Color checker</summary>
<p>
This sample demonstrates teleporting the viewer by updating the
XRSession reference space. Select a point on the floor with a
controller to teleport to it. Select the leftmost box to rotate to the
left by 30 degrees. Selecting the rightmost box rotates the viewer by
30 degress to the right. Select the middle box to reset the
viewer orientation.
<a class="back" href="./index.html">Back</a>
</p>
<input type="checkbox" id="stereo_layer">stereo layer</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 {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 {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();
}
// If requested, don't display the frame rate info.
let hideStats = QueryArgs.getBool('hideStats', false);
let stereoUtil = null;
let stereo_layer = document.getElementById("stereo_layer");
// XR globals. Several additional reference spaces are required because of
// how the teleportation mechanic in onSelect works.
let xrButton = null;
let xrImmersiveRefSpaceBase = null;
let xrImmersiveRefSpaceOffset = null;
let xrInlineRefSpaceBase = null;
let xrInlineRefSpaceOffset = null;
let xrViewerSpaces = {};
let xrGLFactory = null;
let proj_layer = null;
let cyl_layer = null;
let quad_layer = null;
let texture_copied = false;
let trackingSpaceOriginInWorldSpace = vec3.create();
let trackingSpaceHeadingDegrees = 0; // around +Y axis, positive angles rotate left
let floorSize = 10;
let floorPosition = [0, -floorSize / 2 + 0.01, 0];
let floorNode = null;
let cyl_texture = null;
let cyl_texture_width = 0;
let cyl_texture_height = 0;
// WebGL scene globals.
let xrFramebuffer = null;
let xrDepthBuffer = null;
let gl = null;
let renderer = null;
let scene = new Scene();
if (hideStats) {
scene.enableStats(false);
}
scene.addNode(new Gltf2Node({url: 'media/gltf/cube-room/cube-room.gltf'}));
scene.standingStats(true);
let boxes = [];
//
// 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;
}
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr', {requiredFeatures: ['layers']}).then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function addBox(x, y, z, r, g, b, box_list) {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 0.4);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [r, g, b, 1.0];
let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
let boxNode = new Node();
boxNode.addRenderPrimitive(boxRenderPrimitive);
// Marks the node as one that needs to be checked when hit testing.
boxNode.selectable = true;
box_list.push({
node: boxNode,
renderPrimitive: boxRenderPrimitive,
position: [x, y, z]
});
scene.addNode(boxNode);
}
function addFloorBox() {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], floorSize);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.3, 0.3, 0.3, 1.0];
let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
floorNode = new Node();
floorNode.addRenderPrimitive(boxRenderPrimitive);
floorNode.selectable = true;
scene.addNode(floorNode);
mat4.identity(floorNode.matrix);
mat4.translate(floorNode.matrix, floorNode.matrix, floorPosition);
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true,
webgl2: true
});
document.body.appendChild(gl.canvas);
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
// Create several boxes to use for hit testing.
addBox(-1.0, 1.6, -1.3, 1.0, 0.0, 0.0, boxes);
addBox(0.0, 1.7, -1.5, 0.0, 1.0, 0.0, boxes);
addBox(1.0, 1.6, -1.3, 0.0, 0.0, 1.0, boxes);
// Represent the floor as a box so that we can perform a hit test
// against it onSelect so that we can teleport the user to that
// particular location.
addFloorBox();
stereoUtil = new VRStereoUtil(gl);
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor','layers']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
// By listening for the 'select' event we can find out when the user has
// performed some sort of primary input action and respond to it.
session.addEventListener('select', onSelect);
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
if (session.isImmersive) {
texture_copied = false;
cyl_layer = null;
cyl_texture = null;
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
} else {
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
}
session.requestReferenceSpace('local-floor').then((refSpace) => {
console.log("created local-floor reference space");
if (session.isImmersive) {
proj_layer = xrGLFactory.createProjectionLayer({
space: refSpace,
depth:true});
session.updateRenderState({ layers: [ proj_layer ] });
if (!stereo_layer.checked) {
cyl_texture = loadTexture(gl, 'media/textures/color-checker-chart.png', (w,h) => {
cyl_texture_width = w;
cyl_texture_height = h;
//onImageLoaded(session);
});
} else {
cyl_texture = loadTexture(gl, 'media/textures/stereo-top-bottom-image.png', (w,h) => {
cyl_texture_width = w;
cyl_texture_height = h;
//onImageLoaded(session);
});
}
}
return refSpace;
}, (e) => {
if (!session.isImmersive) {
// If we're in inline mode, our underlying platform may not support
// the local-floor reference space, but a viewer space is guaranteed.
console.log("falling back to viewer reference space");
return session.requestReferenceSpace('viewer').then((viewerRefSpace) => {
// Adjust the viewer space for an estimated user height. Otherwise,
// the poses queried with this space will originate from the floor.
let xform = new XRRigidTransform({x: 0, y: -1.5, z: 0});
return viewerRefSpace.getOffsetReferenceSpace(xform);
});
} else {
throw e;
}
}).then((refSpace) => {
// Save the session-specific base reference space, and apply the current
// player orientation/position as originOffset. This reference space
// won't change for the duration of the session and is used when
// updating the player position and/or orientation in onSelect.
setRefSpace(session, refSpace, false);
updateOriginOffset(session);
session.requestReferenceSpace('viewer').then(function(viewerSpace){
// Save a separate reference space that represents the tracking space
// origin, which does not change for the duration of the session.
// This is used when updating the player position and/or orientation
// in onSelect.
xrViewerSpaces[session.mode] = viewerSpace;
session.requestAnimationFrame(onXRFrame);
});
});
}
// Used for updating the origin offset.
let playerInWorldSpaceOld = vec3.create();
let playerInWorldSpaceNew = vec3.create();
let playerOffsetInWorldSpaceOld = vec3.create();
let playerOffsetInWorldSpaceNew = vec3.create();
let rotationDeltaQuat = quat.create();
let invPosition = vec3.create();
let invOrientation = quat.create();
// If the user selected a point on the floor, teleport them to that
// position while keeping their orientation the same.
// Otherwise, check if one of the boxes was selected and update the
// user's orientation accordingly:
// left box: turn left by 30 degress
// center box: reset orientation
// right box: turn right by 30 degrees
function onSelect(ev) {
let session = ev.frame.session;
let refSpace = getRefSpace(session, true);
let headPose = ev.frame.getPose(xrViewerSpaces[session.mode], refSpace);
if (!headPose) return;
// Get the position offset in world space from the tracking space origin
// to the player's feet. The headPose position is the head position in world space.
// Subtract the tracking space origin position in world space to get a relative world space vector.
vec3.set(playerInWorldSpaceOld, headPose.transform.position.x, 0, headPose.transform.position.z);
vec3.sub(
playerOffsetInWorldSpaceOld,
playerInWorldSpaceOld,
trackingSpaceOriginInWorldSpace);
// based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#targeting-ray-pose
let inputSourcePose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace);
if (!inputSourcePose) {
return;
}
vec3.copy(playerInWorldSpaceNew, playerInWorldSpaceOld);
let rotationDelta = 0;
// Hit test results can change teleport position and orientation.
let hitResult = scene.hitTest(inputSourcePose.transform);
if (hitResult) {
// Check to see if the hit result was one of our boxes.
for (let i = 0; i < boxes.length; ++i) {
let box = boxes[i];
if (hitResult.node == box.node) {
// Change the box color to something random.
let uniforms = box.renderPrimitive.uniforms;
uniforms.baseColorFactor.value = [Math.random(), Math.random(), Math.random(), 1.0];
if (i == 0) {
// turn left
rotationDelta = 30;
} else if (i == 1) {
// reset heading by undoing the current rotation
rotationDelta = -trackingSpaceHeadingDegrees;
} else if (i == 2) {
// turn right
rotationDelta = -30;
}
console.log('rotate by', rotationDelta);
}
}
if (hitResult.node == floorNode) {
// New position uses x/z values of the hit test result, keeping y at 0 (floor level)
playerInWorldSpaceNew[0] = hitResult.intersection[0];
playerInWorldSpaceNew[1] = 0;
playerInWorldSpaceNew[2] = hitResult.intersection[2];
console.log('teleport to', playerInWorldSpaceNew);
}
}
// Get the new world space offset vector from tracking space origin
// to the player's feet, for the updated tracking space rotation.
// Formally, this is the old world-space player offset transformed
// into tracking space using the old originOffset's rotation component,
// then transformed back into world space using the inverse of the
// new originOffset. This simplifies to a rotation of the old player
// offset by (new angle - old angle):
// worldOffsetNew = inv(rot_of(originoffsetNew)) * rot_of(originoffsetOld) * worldOffsetOld
// = inv(rotY(-angleNew)) * rotY(-angleOld) * worldOffsetOld
// = rotY(angleNew) * rotY(-angleOld) * worldOffsetOld
// = rotY(angleNew - angleOld) * worldOffsetOld
quat.identity(rotationDeltaQuat);
quat.rotateY(rotationDeltaQuat, rotationDeltaQuat, rotationDelta * Math.PI / 180);
vec3.transformQuat(playerOffsetInWorldSpaceNew, playerOffsetInWorldSpaceOld, rotationDeltaQuat);
trackingSpaceHeadingDegrees += rotationDelta;
// Update tracking space origin so that origin + playerOffset == player location in world space
vec3.sub(
trackingSpaceOriginInWorldSpace,
playerInWorldSpaceNew,
playerOffsetInWorldSpaceNew);
updateOriginOffset(session);
}
function updateOriginOffset(session) {
// Compute the origin offset based on player position/orientation.
quat.identity(invOrientation);
quat.rotateY(invOrientation, invOrientation, -trackingSpaceHeadingDegrees * Math.PI / 180);
vec3.negate(invPosition, trackingSpaceOriginInWorldSpace);
vec3.transformQuat(invPosition, invPosition, invOrientation);
let xform = new XRRigidTransform(
{x: invPosition[0], y: invPosition[1], z: invPosition[2]},
{x: invOrientation[0], y: invOrientation[1], z: invOrientation[2], w: invOrientation[3]});
// Update offset reference to use a new originOffset with the teleported
// player position and orientation.
// This new offset needs to be applied to the base ref space.
let refSpace = getRefSpace(session, false).getOffsetReferenceSpace(xform);
setRefSpace(session, refSpace, true);
console.log('teleport to', trackingSpaceOriginInWorldSpace);
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
if (cyl_texture) {
gl.deleteTexture(cyl_texture);
cyl_texture = null;
cyl_texture_width = cyl_texture_height = 0;
}
}
}
function getRefSpace(session, isOffset) {
return session.isImmersive ?
(isOffset ? xrImmersiveRefSpaceOffset : xrImmersiveRefSpaceBase) :
(isOffset ? xrInlineRefSpaceOffset : xrInlineRefSpaceBase);
}
function setRefSpace(session, refSpace, isOffset) {
if (session.isImmersive) {
if (isOffset) {
xrImmersiveRefSpaceOffset = refSpace;
} else {
xrImmersiveRefSpaceBase = refSpace;
}
} else {
if (isOffset) {
xrInlineRefSpaceOffset = refSpace;
} else {
xrInlineRefSpaceBase = refSpace;
}
}
}
function onXRFrame(time, frame) {
let session = frame.session;
let refSpace = getRefSpace(session, true);
if (session.isImmersive) {
if (!cyl_layer) {
if (cyl_texture_width != 0 && cyl_texture_height != 0) {
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")
});
cyl_layer.centralAngle = 60 * Math.PI / 180;
cyl_layer.aspectRatio = cyl_texture_width / cyl_texture_height * ((stereo_layer.checked)?2:1);
cyl_layer.radius = 2;
quad_layer = xrGLFactory.createQuadLayer({
space: refSpace,
viewPixelWidth: cyl_texture_width,
viewPixelHeight: cyl_texture_height / ((stereo_layer.checked)?2:1),
layout: ((stereo_layer.checked)?"stereo-top-bottom":"mono")
});
quad_layer.width = 4;
quad_layer.height = 2;
session.updateRenderState({ layers: [ proj_layer, cyl_layer, quad_layer ] });
// position the cylinder layer
//let cyl_layer = session.renderState.layers[cyl_layer_idx];
cyl_layer.space = refSpace;
let pos = {x: -1.0, y: 2.0, z: -2.0};
let orient = quat.create();//{x:0,y:0,z:0,w:1};
//quat.fromEuler(orient, 60, 30, 0);
cyl_layer.transform = new XRRigidTransform(pos, {x: orient[0], y: orient[1], z: orient[2], w: orient[3]});
quad_layer.space = refSpace;
pos = {x: 1.5, y: 1.0, z: -3.5};
orient = quat.create();//{x:0,y:0,z:0,w:1};
//quat.fromEuler(orient, 0, 0, 30);
quad_layer.transform = new XRRigidTransform(pos, {x: orient[0], y: orient[1], z: orient[2], w: orient[3]});
}
}
if (cyl_layer) {
if (cyl_layer.needsRedraw) {
texture_copied = false;
}
cyl_layer.space = refSpace;
quad_layer.space = refSpace;
if (!texture_copied) {
let fb = gl.createFramebuffer();
let 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);
if (cyl_texture_width != 0 && cyl_texture_height != 0) {
stereoUtil.blit(false, cyl_texture, 0, 0, 1, 1, cyl_texture_width, cyl_texture_height);
}
glayer = xrGLFactory.getSubImage(quad_layer, frame);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0.1, 1, 0.5, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
if (cyl_texture_width != 0 && cyl_texture_height != 0) {
stereoUtil.blit(false, cyl_texture, 0, 0, 1, 1, cyl_texture_width, cyl_texture_height);
texture_copied = true;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteFramebuffer(fb);
}
}
}
let pose = frame.getViewerPose(refSpace);
let glLayer = null;
if (session.isImmersive) {
gl.clearColor(0, 0, 0, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
}
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// Update the matrix for each box
for (let box of boxes) {
let node = box.node;
mat4.identity(node.matrix);
mat4.translate(node.matrix, node.matrix, box.position);
mat4.rotateX(node.matrix, node.matrix, time/1000);
mat4.rotateY(node.matrix, node.matrix, time/1500);
}
scene.updateInputSources(frame, refSpace);
// scene.drawXRFrame(frame, pose);
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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0);
} else {
glLayer = session.renderState.baseLayer;
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));
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
scene.drawViewArray(views);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
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