<!-- Please describe your changes on the following line: --> WebVR API Implementation with HTC Vive support on Windows. The current implementations only enables the WebVR support on Windows. In other platforms the API is available on JavaScript but navigator.vr.getDisplays() returns an empty array. This will change when we add support for more VR providers and platforms ;) Info about the architecture: https://blog.mozvr.com/webvr-servo-architecture-and-latency-optimizations/ --- <!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: --> - [X] `./mach build -d` does not report any errors - [X] `./mach test-tidy` does not report any errors - [ ] These changes fix #__ (github issue number if applicable). <!-- Either: --> - [X] There are tests for these changes OR - [ ] These changes do not require tests because _____ Proprietary openvr.dll must be copied next to servo.exe in order to test on HTC Vive (https://github.com/ValveSoftware/openvr/tree/master/bin/win64) I have added some of the official WebVR samples for testing. Switch on your headset and run: mach run tests/html/webvr/room-scale.html Source-Repo: https://github.com/servo/servo Source-Revision: 518ef39cfd429082dd8dc0d5b13e2db637d08a53
313 lines
11 KiB
HTML
313 lines
11 KiB
HTML
<!doctype html>
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<!--
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Copyright 2016 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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<meta name="mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-capable" content="yes">
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<title>08 - Dynamic Resolution</title>
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<!--
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This sample demonstrates how to efficiently adjust the resolution of your
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WebVR scene on the fly using the layer bounds. Based off sample 4b.
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-->
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<style>
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body {
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background-color: black;
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}
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#canvas-clip, #webgl-canvas {
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box-sizing: border-box;
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height: 100%;
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left: 0;
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margin: 0;
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position: absolute;
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top: 0;
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width: 100%;
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}
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#canvas-clip.presenting {
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overflow: hidden;
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bottom: 0;
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right: 0;
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margin: auto;
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}
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</style>
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<!-- This entire block in only to facilitate dynamically enabling and
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disabling the WebVR polyfill, and is not necessary for most WebVR apps.
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If you want to use the polyfill in your app, just include the js file and
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everything will work the way you want it to by default. -->
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<script>
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var WebVRConfig = {
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// Prevents the polyfill from initializing automatically.
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DEFER_INITIALIZATION: true,
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// Polyfill optimizations
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DIRTY_SUBMIT_FRAME_BINDINGS: true,
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BUFFER_SCALE: 0.75,
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};
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</script>
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<script src="js/third-party/webvr-polyfill.js"></script>
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<script src="js/third-party/wglu/wglu-url.js"></script>
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<script>
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// Dynamically turn the polyfill on if requested by the query args.
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if (WGLUUrl.getBool('polyfill', false)) {
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InitializeWebVRPolyfill();
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} else {
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// Shim for migration from older version of WebVR. Shouldn't be necessary for very long.
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InitializeSpecShim();
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}
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</script>
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<!-- End sample polyfill enabling logic -->
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<script src="js/third-party/gl-matrix-min.js"></script>
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<script src="js/third-party/wglu/wglu-program.js"></script>
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<script src="js/third-party/wglu/wglu-stats.js"></script>
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<script src="js/third-party/wglu/wglu-texture.js"></script>
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<script src="js/vr-cube-sea.js"></script>
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<script src="js/vr-samples-util.js"></script>
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</head>
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<body>
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<div id="canvas-clip">
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<canvas id="webgl-canvas"></canvas>
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</div>
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<script>
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/* global mat4, VRCubeSea, WGLUStats, WGLUTextureLoader, VRSamplesUtil */
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(function () {
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"use strict";
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var vrDisplay = null;
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var frameData = null;
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var projectionMat = mat4.create();
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var viewMat = mat4.create();
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var vrPresentButton = null;
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// ================================
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// WebVR-specific code begins here.
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// ================================
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// WebGL setup.
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var webglCanvas = document.getElementById("webgl-canvas");
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var canvasClip = document.getElementById("canvas-clip");
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var gl = null;
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var cubeSea = null;
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var stats = null;
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function initWebGL (preserveDrawingBuffer) {
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var glAttribs = {
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alpha: false,
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antialias: false, //!VRSamplesUtil.isMobile(),
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preserveDrawingBuffer: false //preserveDrawingBuffer
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};
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gl = webglCanvas.getContext("webgl", glAttribs);
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if (!gl) {
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gl = webglCanvas.getContext("experimental-webgl", glAttribs);
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if (!gl) {
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VRSamplesUtil.addError("Your browser does not support WebGL.");
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return;
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}
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}
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gl.clearColor(0.1, 0.2, 0.3, 1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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var textureLoader = new WGLUTextureLoader(gl);
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var texture = textureLoader.loadTexture("media/textures/cube-sea.png");
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cubeSea = new VRCubeSea(gl, texture);
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stats = new WGLUStats(gl);
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window.addEventListener("resize", onResize, false);
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onResize();
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window.requestAnimationFrame(onAnimationFrame);
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}
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function onVRRequestPresent () {
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vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
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}, function () {
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VRSamplesUtil.addError("requestPresent failed.", 2000);
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});
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}
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function onVRExitPresent () {
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if (!vrDisplay.isPresenting)
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return;
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resolutionMultiplier = 1.0;
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vrDisplay.exitPresent().then(function () {
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}, function () {
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VRSamplesUtil.addError("exitPresent failed.", 2000);
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});
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}
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function onVRPresentChange () {
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if (vrDisplay.isPresenting) {
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if (vrDisplay.capabilities.hasExternalDisplay) {
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VRSamplesUtil.removeButton(vrPresentButton);
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vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
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canvasClip.classList.add("presenting");
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var leftEye = vrDisplay.getEyeParameters("left");
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canvasClip.style.width = (leftEye.renderWidth/2) + "px";
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canvasClip.style.height = (leftEye.renderHeight/2) + "px";
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}
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} else {
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if (vrDisplay.capabilities.hasExternalDisplay) {
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VRSamplesUtil.removeButton(vrPresentButton);
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vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
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canvasClip.classList.remove("presenting");
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canvasClip.style.width = "";
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canvasClip.style.height = "";
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webglCanvas.style.width = "";
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webglCanvas.style.height = "";
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}
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}
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// Make sure the canvas is resized AFTER we've updated the container div.
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onResize();
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}
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if (navigator.vr) {
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frameData = new VRFrameData();
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navigator.vr.getDisplays().then(function (displays) {
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if (displays.length > 0) {
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vrDisplay = displays[0];
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VRSamplesUtil.addButton("Reset Pose", "R", null, function () { vrDisplay.resetPose(); });
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if (vrDisplay.capabilities.canPresent)
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vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
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vrDisplay.addEventListener('presentchange', onVRPresentChange, false);
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//vrDisplay.addEventListener('activate', onVRRequestPresent, false);
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//vrDisplay.addEventListener('deactivate', onVRExitPresent, false);
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initWebGL(vrDisplay.capabilities.hasExternalDisplay);
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} else {
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initWebGL(false);
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VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
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}
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});
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} else if (navigator.getVRDevices) {
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initWebGL(false);
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VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
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} else {
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initWebGL(false);
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VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
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}
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// How
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function onResize () {
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if (vrDisplay && vrDisplay.isPresenting) {
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var leftEye = vrDisplay.getEyeParameters("left");
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var rightEye = vrDisplay.getEyeParameters("right");
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webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2;
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webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
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} else {
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webglCanvas.width = window.innerWidth * window.devicePixelRatio * 2;
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webglCanvas.height = window.innerHeight * window.devicePixelRatio * 2;
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}
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}
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// How large our frame should be in relation to the recommended render
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// target size.
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var resolutionMultiplier = 1.0;
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var eyeWidth, eyeHeight;
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var lastAdjustment = 0;
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function adjustResolution(t) {
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// Update the resolution every quarter second
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if (t - lastAdjustment < 100)
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return;
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lastAdjustment = t;
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// Modify the resolution we are rendering at over time on a sin wave.
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// In the real world this would probably be based on scene complexity.
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// Oscillates between 1.0 to 0.5.
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resolutionMultiplier = (Math.sin(t / 1000) * 0.25) + 0.75;
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eyeWidth = webglCanvas.width * 0.5 * resolutionMultiplier;
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eyeHeight = webglCanvas.height * resolutionMultiplier;
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// Layer bounds are described in UV space, so 0.0 to 1.0
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var boundsWidth = 0.5 * resolutionMultiplier;
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var boundsHeight = resolutionMultiplier;
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// Tell the presenting display about the new texture bounds. This
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// ensures it only picks up the parts of the texture we're going to be
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// rendering to and avoids the need to resize the WebGL canvas, which
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// can be a slow operation. Because we're already presenting when we
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// call requestPresent again it only updates the VRLayer information and
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// doesn't require a user gesture.
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vrDisplay.requestPresent([{
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source: webglCanvas,
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leftBounds: [0.0, 0.0, boundsWidth, boundsHeight],
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rightBounds: [boundsWidth, 0.0, boundsWidth, boundsHeight],
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}]);
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// To ensure our mirrored content also shows up correctly we'll scale
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// the canvas display size to be scaled appropriately such that it
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// continues to only show one eye.
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webglCanvas.style.width = (1.0/resolutionMultiplier) * 200 + "%";
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webglCanvas.style.height = (1.0/resolutionMultiplier) * 100 + "%";
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//webglCanvas.style.marginTop = ((eyeHeight - webglCanvas.height)* resolutionMultiplier) + "px";
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}
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function onAnimationFrame (t) {
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stats.begin();
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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if (vrDisplay) {
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vrDisplay.requestAnimationFrame(onAnimationFrame);
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vrDisplay.getFrameData(frameData);
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if (vrDisplay.isPresenting) {
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adjustResolution(t);
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// Note that the viewports use the eyeWidth/height rather than the
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// canvas width and height.
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gl.viewport(0, webglCanvas.height-eyeHeight, eyeWidth, eyeHeight);
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cubeSea.render(frameData.leftProjectionMatrix, frameData.leftViewMatrix, stats);
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gl.viewport(eyeWidth, webglCanvas.height-eyeHeight, eyeWidth, eyeHeight);
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cubeSea.render(frameData.rightProjectionMatrix, frameData.rightViewMatrix, stats);
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vrDisplay.submitFrame();
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} else {
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gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
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mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
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cubeSea.render(projectionMat, frameData.leftViewMatrix, stats);
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stats.renderOrtho();
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}
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} else {
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window.requestAnimationFrame(onAnimationFrame);
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// No VRDisplay found.
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gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
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mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
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mat4.identity(viewMat);
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cubeSea.render(projectionMat, viewMat, stats);
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stats.renderOrtho();
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}
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stats.end();
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}
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})();
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</script>
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</body>
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</html>
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