Files
tubestation/servo/tests/html/webvr/js/vr-cube-sea.js
Imanol Fernandez 0dd62e4907 servo: Merge #14618 - WebVR API Implementation (from MortimerGoro:webvr_api); r=larsbergstrom,emilio,jdm,nox,asajeffrey,cvan
<!-- 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
2017-01-09 06:39:45 -08:00

189 lines
6.2 KiB
JavaScript

// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
/* global mat4, WGLUProgram */
window.VRCubeSea = (function () {
"use strict";
var cubeSeaVS = [
"uniform mat4 projectionMat;",
"uniform mat4 modelViewMat;",
"attribute vec3 position;",
"attribute vec2 texCoord;",
"varying vec2 vTexCoord;",
"void main() {",
" vTexCoord = texCoord;",
" gl_Position = projectionMat * modelViewMat * vec4( position, 1.0 );",
"}",
].join("\n");
var cubeSeaFS = [
"precision mediump float;",
"uniform sampler2D diffuse;",
"varying vec2 vTexCoord;",
"void main() {",
" gl_FragColor = texture2D(diffuse, vTexCoord);",
"}",
].join("\n");
var CubeSea = function (gl, texture) {
this.gl = gl;
this.statsMat = mat4.create();
this.texture = texture;
this.program = new WGLUProgram(gl);
this.program.attachShaderSource(cubeSeaVS, gl.VERTEX_SHADER);
this.program.attachShaderSource(cubeSeaFS, gl.FRAGMENT_SHADER);
this.program.bindAttribLocation({
position: 0,
texCoord: 1
});
this.program.link();
var cubeVerts = [];
var cubeIndices = [];
// Build a single cube.
function appendCube (x, y, z) {
if (!x && !y && !z) {
// Don't create a cube in the center.
return;
}
var size = 0.2;
// Bottom
var idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(x - size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x + size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y - size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y - size, z + size, 0.0, 0.0);
// Top
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(x - size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
cubeVerts.push(x + size, y + size, z + size, 1.0, 1.0);
cubeVerts.push(x - size, y + size, z + size, 0.0, 1.0);
// Left
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(x - size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x - size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x - size, y + size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y - size, z + size, 1.0, 1.0);
// Right
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(x + size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
cubeVerts.push(x + size, y + size, z + size, 0.0, 0.0);
cubeVerts.push(x + size, y - size, z + size, 0.0, 1.0);
// Back
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(x - size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x + size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x - size, y + size, z - size, 1.0, 0.0);
// Front
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(x - size, y - size, z + size, 0.0, 1.0);
cubeVerts.push(x + size, y - size, z + size, 1.0, 1.0);
cubeVerts.push(x + size, y + size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y + size, z + size, 0.0, 0.0);
}
var gridSize = 10;
// Build the cube sea
for (var x = 0; x < gridSize; ++x) {
for (var y = 0; y < gridSize; ++y) {
for (var z = 0; z < gridSize; ++z) {
appendCube(x - (gridSize / 2), y - (gridSize / 2), z - (gridSize / 2));
}
}
}
this.vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVerts), gl.STATIC_DRAW);
this.indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeIndices), gl.STATIC_DRAW);
this.indexCount = cubeIndices.length;
};
var mortimer = mat4.create();
var a = [0.9868122935295105, -0.03754837438464165, -0.15745431184768677, 0, 0.011360996402800083, 0.9863911271095276, -0.1640235036611557, 0, 0.16147033870220184, 0.16007155179977417, 0.9738093614578247, 0, 0.192538782954216, 0.024526841938495636, -0.001076754298992455, 1.0000001192092896];
for (var i = 0; i < 16; ++i) {
mortimer[i] = a[i];
}
CubeSea.prototype.render = function (projectionMat, modelViewMat, stats) {
var gl = this.gl;
var program = this.program;
//mat4.invert(mortimer, modelViewMat);
program.use();
gl.uniformMatrix4fv(program.uniform.projectionMat, false, projectionMat);
gl.uniformMatrix4fv(program.uniform.modelViewMat, false, modelViewMat);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.enableVertexAttribArray(program.attrib.position);
gl.enableVertexAttribArray(program.attrib.texCoord);
gl.vertexAttribPointer(program.attrib.position, 3, gl.FLOAT, false, 20, 0);
gl.vertexAttribPointer(program.attrib.texCoord, 2, gl.FLOAT, false, 20, 12);
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(this.program.uniform.diffuse, 0);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
if (stats) {
// To ensure that the FPS counter is visible in VR mode we have to
// render it as part of the scene.
mat4.fromTranslation(this.statsMat, [0, -0.3, -0.5]);
mat4.scale(this.statsMat, this.statsMat, [0.3, 0.3, 0.3]);
mat4.rotateX(this.statsMat, this.statsMat, -0.75);
mat4.multiply(this.statsMat, modelViewMat, this.statsMat);
stats.render(projectionMat, this.statsMat);
}
};
return CubeSea;
})();