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tubestation/servo/tests/html/webvr/simple-mirroring.html
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

263 lines
9.9 KiB
HTML

<!doctype html>
<!--
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.
-->
<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">
<title>04 - Simple Mirroring</title>
<!--
This sample demonstrates how to mirror content to an external display
while presenting to a VRDisplay.
-->
<style>
#webgl-canvas {
box-sizing: border-box;
height: 100%;
left: 0;
margin: 0;
position: absolute;
top: 0;
width: 100%;
}
</style>
<!-- This entire block in only to facilitate dynamically enabling and
disabling the WebVR polyfill, and is not necessary for most WebVR apps.
If you want to use the polyfill in your app, just include the js file and
everything will work the way you want it to by default. -->
<script>
var WebVRConfig = {
// Prevents the polyfill from initializing automatically.
DEFER_INITIALIZATION: true,
// Polyfill optimizations
DIRTY_SUBMIT_FRAME_BINDINGS: true,
BUFFER_SCALE: 0.75,
};
</script>
<script src="js/third-party/webvr-polyfill.js"></script>
<script src="js/third-party/wglu/wglu-url.js"></script>
<script>
// Dynamically turn the polyfill on if requested by the query args.
if (WGLUUrl.getBool('polyfill', false)) {
InitializeWebVRPolyfill();
} else {
// Shim for migration from older version of WebVR. Shouldn't be necessary for very long.
InitializeSpecShim();
}
</script>
<!-- End sample polyfill enabling logic -->
<script src="js/third-party/gl-matrix-min.js"></script>
<script src="js/third-party/wglu/wglu-program.js"></script>
<script src="js/third-party/wglu/wglu-stats.js"></script>
<script src="js/third-party/wglu/wglu-texture.js"></script>
<script src="js/vr-cube-sea.js"></script>
<script src="js/vr-samples-util.js"></script>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
/* global mat4, VRCubeSea, WGLUStats, WGLUTextureLoader, VRSamplesUtil */
(function () {
"use strict";
var vrDisplay = null;
var frameData = null;
var projectionMat = mat4.create();
var viewMat = mat4.create();
var vrPresentButton = null;
// ================================
// WebVR-specific code begins here.
// ================================
// WebGL setup.
var webglCanvas = document.getElementById("webgl-canvas");
var gl = null;
var cubeSea = null;
var stats = null;
function initWebGL (preserveDrawingBuffer) {
// Setting preserveDrawingBuffer to true prevents the canvas from being
// implicitly cleared when calling submitFrame or compositing the canvas
// on the document. For the simplest form of mirroring we want to create
// the canvas with that option enabled. Note that this may incur a
// performance penalty, as it may imply that additional copies of the
// canvas backbuffer need to be made. As a result, we ONLY want to set
// that if we know the VRDisplay has an external display, which is why
// we defer WebGL initialization until after we've gotten results back
// from navigator.getDisplays and know which device we'll be
// presenting with.
var glAttribs = {
alpha: false,
antialias: false, //!VRSamplesUtil.isMobile(),
preserveDrawingBuffer: false //preserveDrawingBuffer
};
gl = webglCanvas.getContext("webgl", glAttribs);
if (!gl) {
gl = webglCanvas.getContext("experimental-webgl", glAttribs);
if (!gl) {
VRSamplesUtil.addError("Your browser does not support WebGL.");
return;
}
}
gl.clearColor(0.1, 0.2, 0.3, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
var textureLoader = new WGLUTextureLoader(gl);
var texture = textureLoader.loadTexture("media/textures/cube-sea.png");
cubeSea = new VRCubeSea(gl, texture);
stats = new WGLUStats(gl);
// Wait until we have a WebGL context to resize and start rendering.
window.addEventListener("resize", onResize, false);
onResize();
window.requestAnimationFrame(onAnimationFrame);
}
function onVRRequestPresent () {
vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
}, function () {
VRSamplesUtil.addError("requestPresent failed.", 2000);
});
}
function onVRExitPresent () {
if (!vrDisplay.isPresenting)
return;
vrDisplay.exitPresent().then(function () {
}, function () {
VRSamplesUtil.addError("exitPresent failed.", 2000);
});
}
function onVRPresentChange () {
onResize();
if (vrDisplay.isPresenting) {
if (vrDisplay.capabilities.hasExternalDisplay) {
VRSamplesUtil.removeButton(vrPresentButton);
vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
}
} else {
if (vrDisplay.capabilities.hasExternalDisplay) {
VRSamplesUtil.removeButton(vrPresentButton);
vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
}
}
}
if (navigator.vr) {
frameData = new VRFrameData();
navigator.vr.getDisplays().then(function (displays) {
if (displays.length > 0) {
vrDisplay = displays[0];
vrDisplay.depthNear = 0.1;
vrDisplay.depthFar = 1024.0;
VRSamplesUtil.addButton("Reset Pose", "R", null, function () { vrDisplay.resetPose(); });
if (vrDisplay.capabilities.canPresent)
vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
vrDisplay.addEventListener('presentchange', onVRPresentChange, false);
//vrDisplay.addEventListener('activate', onVRRequestPresent, false);
//vrDisplay.addEventListener('deactivate', onVRExitPresent, false);
// Only use preserveDrawingBuffer if we have an external display to
// mirror to.
initWebGL(vrDisplay.capabilities.hasExternalDisplay);
} else {
initWebGL(false);
VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
}
});
} else if (navigator.getVRDevices) {
initWebGL(false);
VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
} else {
// No VR means no mirroring, so create WebGL content without
// preserveDrawingBuffer
initWebGL(false);
VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
}
function onResize () {
if (vrDisplay && vrDisplay.isPresenting) {
// If we're presenting we want to use the drawing buffer size
// recommended by the VRDevice, since that will ensure the best
// results post-distortion.
var leftEye = vrDisplay.getEyeParameters("left");
var rightEye = vrDisplay.getEyeParameters("right");
// For simplicity we're going to render both eyes at the same size,
// even if one eye needs less resolution. You can render each eye at
// the exact size it needs, but you'll need to adjust the viewports to
// account for that.
webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2;
webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
} else {
// We only want to change the size of the canvas drawing buffer to
// match the window dimensions when we're not presenting.
webglCanvas.width = window.innerWidth * window.devicePixelRatio * 2;
webglCanvas.height = window.innerHeight * window.devicePixelRatio * 2;
}
}
function onAnimationFrame (t) {
stats.begin();
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (vrDisplay) {
vrDisplay.requestAnimationFrame(onAnimationFrame);
vrDisplay.getFrameData(frameData);
if (vrDisplay.isPresenting) {
gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
cubeSea.render(frameData.leftProjectionMatrix, frameData.leftViewMatrix, stats);
gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
cubeSea.render(frameData.rightProjectionMatrix, frameData.rightViewMatrix, stats);
vrDisplay.submitFrame();
} else {
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
cubeSea.render(projectionMat, frameData.leftViewMatrix, stats);
stats.renderOrtho();
}
} else {
window.requestAnimationFrame(onAnimationFrame);
// No VRDisplay found.
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
mat4.identity(viewMat);
cubeSea.render(projectionMat, viewMat, stats);
stats.renderOrtho();
}
stats.end();
}
})();
</script>
</body>
</html>