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multi-layer-cubemap.html
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multi-layer-cubemap.html
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<!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 Cubemap</title>
<script src="js/wglu/wglu-program.js"></script>
<script src="js/stereo-util.js"></script>
</head>
<body>
<header>
<details open>
<summary>Multilayer Cubemap</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">stereo cube map</input>
<input type="checkbox" id="update_pose_every_frame">Update pose every frm</input>
<!-- <img src="media/textures/milky-way-2k.png" id="img_tag"/> -->
</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';
import {quat} from './js/render/math/gl-matrix.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 frame_id = 0;
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 stereoUtil = null;
let number_of_images = 0;
let cube_map_image = null;
// 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 cube_layer = null;
let proj_layer = null;
let cyl_texture;
let cyl_texture_width;
let cyl_texture_height;
let cyl_layer = null;
let cubeMapTexture = null;
let cube_face_size = 0;
let img_tag;
let img_tag_ready = false;
function buttonPressedThisFrame(gamepad, index) {
return (index < gamepad.buttons.length &&
gamepad.buttons[index].pressed);
}
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.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;
}
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 __getNewGLTexObj(glTexVariable) {
const tex = gl.createTexture();
gl.bindTexture(glTexVariable, tex);
gl.texParameteri(
glTexVariable,
gl.TEXTURE_MAG_FILTER,
gl.LINEAR,
);
gl.texParameteri(
glTexVariable,
gl.TEXTURE_MIN_FILTER,
gl.LINEAR,
);
gl.texParameteri(
glTexVariable,
gl.TEXTURE_WRAP_S,
gl.CLAMP_TO_EDGE,
);
gl.texParameteri(
glTexVariable,
gl.TEXTURE_WRAP_T,
gl.CLAMP_TO_EDGE,
);
gl.bindTexture(glTexVariable, null);
return tex;
}
function _getCubeTextureSize(imageElement) {
// We'll use the minimum of our system-imposed max cube map size and the
// size of an edge of a cube in our texture source image.
const glLimit = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
const texSourceWidth = imageElement.width;
const texSourceHeight = imageElement.height;
return Math.min(glLimit, Math.min(texSourceWidth, texSourceHeight));
}
// This is a fairly expensive operation, since it involves slicing out
// pieces of the texure jpeg and potentially resizing them, but it only
// happens once on the initial render for a photo.
function copyCubestripToGLBuffer(tex, sourceImageElement, offset_in_faces) {
//const tex = __getNewGLTexObj(gl.TEXTURE_CUBE_MAP);
// our target cube face size.
const cubeFaceSize = _getCubeTextureSize(sourceImageElement);
cube_face_size = cubeFaceSize;
//this._updateMaxGPUMemUsed(cubeFaceSize);
// the input texture cube face size.
const textureSourceCubeFaceSize = Math.min(sourceImageElement.width, sourceImageElement.height);
// dont flip the pixels as we load them into the texture buffer.
// TEXTURE_CUBE_MAP expects the Y to be flipped for the faces and it already
// is flipped in our texture image.
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
let cubefaceTextures = [];
for (let i = 0; i < 6; i++) {
let tempCanvas = document.createElement("CANVAS");
tempCanvas.width = tempCanvas.height = cubeFaceSize;
const tempCanvasContext = tempCanvas.getContext('2d');
// Note that this call to drawImage will not only copy the bytes to the
// canvas but also could resized the image if our cube face size is
// smaller than the source image due to GL max texture size.
tempCanvasContext.drawImage(
sourceImageElement,
(i + offset_in_faces) * textureSourceCubeFaceSize, // top left x coord in source
0, // top left y coord in source
textureSourceCubeFaceSize, // x pixel count from source
textureSourceCubeFaceSize, // y pixel count from source
0, // dest x offset in the canvas
0, // dest y offset in the canvas
cubeFaceSize, // x pixel count in dest
cubeFaceSize, // y pixel count in dest
);
cubefaceTextures.push(tempCanvas);
}
let errorCode = 0;
cubefaceTextures.forEach((canvas, i) => {
gl.texSubImage2D(
gl.TEXTURE_CUBE_MAP_POSITIVE_X + i,
0,
0, 0,
gl.RGBA,
gl.UNSIGNED_BYTE,
canvas,
);
errorCode = gl.getError();
});
if (errorCode !== 0) {
console.log("renderingError, WebGL Error Code: " + errorCode);
}
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
}
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);
number_of_images = 2;
initGL();
if (session.isImmersive) {
cube_map_image = null;
if (stereo_layer.checked) {
let img2 = document.createElement('img'); // Use DOM HTMLImageElement
img2.src = 'media/textures/stereo_cube_map.png';
img2.onload = function() {
cube_face_size = _getCubeTextureSize(img2);
cube_map_image = img2;
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 {
let img2 = document.createElement('img'); // Use DOM HTMLImageElement
img2.src = 'media/textures/mono_cube_map.png';
img2.onload = function() {
cube_face_size = _getCubeTextureSize(img2);
cube_map_image = img2;
onImageLoaded(session);
}
cyl_texture = null;
img_tag = document.createElement('img'); // Use DOM HTMLImageElement
img_tag.src = 'media/textures/milky-way-2k.png';
img_tag_ready = false;
img_tag.onload = function() {
img_tag_ready = true;
cyl_texture_width = img_tag.width;
cyl_texture_height = img_tag.height;
onImageLoaded(session);
}
/*
cyl_texture = loadTexture(gl, 'media/textures/eilenriede-park-2k.png', (w,h) => {
cyl_texture_width = w;
cyl_texture_height = h;
onImageLoaded(session);
});*/
}
} 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) => {
proj_layer = xrGLFactory.createProjectionLayer( {space: refSpace,
depthFormat: do_stencil_buffer.checked?gl.DEPTH24_STENCIL8:gl.DEPTH_COMPONENT24});
cube_layer = xrGLFactory.createCubeLayer({
space: refSpace,
viewPixelWidth: cube_face_size,
viewPixelHeight: cube_face_size,
layout: ((stereo_layer.checked) ? "stereo" : "mono"),
isStatic: true
});
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"),
isStatic: true
});
session.updateRenderState({ layers: [ cube_layer, proj_layer, cyl_layer ] });
finalizeSessionStart(session);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
if (cyl_texture != null) {
gl.deleteTexture(cyl_texture);
cyl_texture = null;
img_tag_ready = false;
cube_map_image = null;
}
}
}
function onXRFrame(t, frame) {
++frame_id;
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
if (session.isImmersive) {
let glayer;
if (cube_layer.needsRedraw) {
if (cube_layer.layout == "mono") {
glayer = xrGLFactory.getSubImage(cube_layer, frame);
copyCubestripToGLBuffer(glayer.colorTexture, cube_map_image, 0);
} else if (cube_layer.layout == "stereo") {
let offset = 0;
eyes = ["left", "right"];
for (let eye of eyes) {
glayer = xrGLFactory.getSubImage(cube_layer, frame, eye);
copyCubestripToGLBuffer(glayer.colorTexture, cube_map_image, offset*6);
++offset;
}
let orient = quat.create();
quat.fromEuler(orient, 0, -60, 0);
cube_layer.orientation = new DOMPointReadOnly(orient[0], orient[1], orient[2], orient[3]);
} else {
console.log("Invalid layout for cube");
}
}
if (cyl_layer.needsRedraw) {
if (cyl_texture) {
let fb = gl.createFramebuffer();
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);
} else if (img_tag_ready) {
glayer = xrGLFactory.getSubImage(cyl_layer, frame);
gl.bindTexture(gl.TEXTURE_2D, glayer.colorTexture);
gl.texSubImage2D(gl.TEXTURE_2D, 0,
0, 0,
gl.RGBA, gl.UNSIGNED_BYTE, img_tag);
gl.bindTexture(gl.TEXTURE_2D, null);
}
}
}
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);
}
// 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 (session.isImmersive) {
//cube_layer.space = refSpace;
if (update_pose_every_frame.checked) {
let orient = quat.create();//{x:0,y:0,z:0,w:1};
quat.fromEuler(orient, 0, 0.1*frame_id, 0);
cube_layer.orientation = new DOMPointReadOnly(orient[0], orient[1], orient[2], orient[3]);
}
}
// switch projection layer to opaque and back
for (let source of session.inputSources) {
if (source.gamepad) {
// Toggle Play/Pause on primary button press
if (buttonPressedThisFrame(source.gamepad, 0)) {
proj_layer.blendTextureSourceAlpha = !proj_layer.blendTextureSourceAlpha;
}
}
}
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);
}
gl.enable(gl.SCISSOR_TEST);
gl.scissor(viewport.x, viewport.y, viewport.width, viewport.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);
// 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>
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