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immersive-ar-session.html
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immersive-ar-session.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>Immersive AR Session</title>
</head>
<body>
<header>
<details open>
<summary>Immersive AR Session</summary>
<p>
This sample demonstrates how to use an 'immersive-ar' XRSession to
present a simple WebGL scene to an transparent or passthrough XR
device. The logic is largely the same as the corresponding VR sample,
with the primary difference being that no background is rendered and
the model is scaled down for easier viewing in a real-world space.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script type="module">
import {WebXRButton} from './js/util/webxr-button.js';
import {Scene} from './js/render/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {Gltf2Node} from './js/render/nodes/gltf2.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 xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let solarSystem = new Gltf2Node({url: 'media/gltf/space/space.gltf'});
// The solar system is big (citation needed). Scale it down so that users
// can move around the planets more easily.
solarSystem.scale = [0.1, 0.1, 0.1];
scene.addNode(solarSystem);
// Still adding a skybox, but only for the benefit of the inline view.
let skybox = new SkyboxNode({url: 'media/textures/milky-way-4k.png'});
scene.addNode(skybox);
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
textEnterXRTitle: "START AR",
textXRNotFoundTitle: "AR NOT FOUND",
textExitXRTitle: "EXIT AR",
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
// Checks to ensure that 'immersive-ar' mode is available, and only
// enables the button if so.
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function onRequestSession() {
// Requests an 'immersive-ar' session, which ensures that the users
// environment will be visible either via video passthrough or a
// transparent display. This may be presented either in a headset or
// fullscreen on a mobile device.
return navigator.xr.requestSession('immersive-ar')
.then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: 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);
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
if (session.isImmersive) {
// When in 'immersive-ar' mode don't draw an opaque background because
// we want the real world to show through.
skybox.visible = false;
}
initGL();
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
let refSpaceType = session.isImmersive ? 'local' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
// Turn the background back on when we go back to the inlive view.
skybox.visible = true;
}
}
// Called every time a XRSession requests that a new frame be drawn.
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);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>