- request an xr device
- if device is available, advertise xr functionality to user
- on user input, request xr session from device
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WebXR - first test
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license: mit | |
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import Log from './log.js' | |
const log = Log() | |
// XR globals. | |
let xrButton = document.getElementById('xr-button') | |
let xrDevice = null | |
let xrSession = null | |
let xrFrameOfRef = null | |
// WebGL scene globals. | |
let gl = null | |
// Checks to see if WebXR is available and, if so, requests an XRDevice | |
// that is connected to the system and tests it to ensure it supports the | |
// desired session options. | |
function initXR () { | |
// Is WebXR available on this UA? | |
if (navigator.xr) { | |
// Request an XRDevice connected to the system. | |
navigator.xr.requestDevice().then(device => { | |
xrDevice = device | |
// If the device allows creation of exclusive sessions, | |
// set it as the target of the 'Enter XR' button. | |
device.supportsSession({ exclusive: true }).then(() => { | |
// Updates the button to start an XR session when clicked. | |
xrButton.addEventListener('click', onButtonClicked) | |
xrButton.innerHTML = 'Enter XR' | |
xrButton.disabled = false | |
}) | |
}) | |
} else { | |
log.message('This browser does not support the WebXR API.') | |
} | |
} | |
// Called when the user clicks the button to enter XR. If we don't have a | |
// session already we'll request one, and if we do we'll end it. | |
function onButtonClicked () { | |
if (!xrSession) { | |
xrDevice.requestSession({ exclusive: true }).then(onSessionStarted) | |
} else { | |
xrSession.end() | |
} | |
} | |
// Called when we've successfully acquired a XRSession. In response we | |
// will set up the necessary session state and kick off the frame loop. | |
function onSessionStarted (session) { | |
// Save session to global. | |
xrSession = session | |
xrButton.innerHTML = 'Exit XR' | |
// Listen for the sessions 'end' event so we can respond if the user | |
// or UA ends the session for any reason. | |
session.addEventListener('end', onSessionEnded) | |
// Create a WebGL context to render with, initialized to be compatible | |
// with the XRDisplay we're presenting to. | |
let canvas = document.createElement('canvas') | |
gl = canvas.getContext('webgl', { | |
compatibleXRDevice: session.device | |
}) | |
// Use the new WebGL context to create a XRWebGLLayer and set it as the | |
// sessions baseLayer. This allows any content rendered to the layer to | |
// be displayed on the XRDevice. | |
session.baseLayer = new window.XRWebGLLayer(session, gl) | |
// Get a frame of reference, which is required for querying poses. In | |
// this case an 'eyeLevel' frame of reference means that all poses will | |
// be relative to the location where the XRDevice was first detected. | |
session.requestFrameOfReference('eyeLevel').then(frameOfRef => { | |
xrFrameOfRef = frameOfRef | |
// Inform the session that we're ready to begin drawing. | |
session.requestAnimationFrame(onXRFrame) | |
}) | |
} | |
// // // Called when the user clicks the 'Exit XR' button. In response we end | |
// // // the session. | |
// // function onEndSession (session) { | |
// // session.end() | |
// // } | |
// Called either when the user has explicitly ended the session (like in | |
// onEndSession()) or when the UA has ended the session for any reason. | |
// At this point the session object is no longer usable and should be discarded. | |
function onSessionEnded (event) { | |
xrSession = null | |
xrButton.innerHTML = 'Enter VR' | |
// In this simple case discard the WebGL context too, since we're not | |
// rendering anything else to the screen with it. | |
gl = null | |
} | |
// Called every time the XRSession requests that a new frame be drawn. | |
function onXRFrame (t, frame) { | |
let session = frame.session | |
// Inform the session that we're ready for the next frame. | |
session.requestAnimationFrame(onXRFrame) | |
// Get the XRDevice pose relative to the Frame of Reference we created | |
// earlier. | |
let pose = frame.getDevicePose(xrFrameOfRef) | |
// Getting the pose may fail if, for example, tracking is lost. So we | |
// have to check to make sure that we got a valid pose before attempting | |
// to render with it. If not in this case we'll just leave the | |
// framebuffer cleared, so tracking loss means the scene will simply | |
// dissapear. | |
if (pose) { | |
// If we do have a valid pose, bind the WebGL layer's framebuffer, | |
// which is where any content to be displayed on the XRDevice must be | |
// rendered. | |
gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer) | |
// Update the clear color so that we can observe the color in the | |
// headset changing over time. | |
let time = Date.now() | |
gl.clearColor( | |
Math.cos(time / 2000), | |
Math.cos(time / 4000), | |
Math.cos(time / 6000), | |
1.0 | |
) | |
// Clear the framebuffer | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) | |
// Normally you'd loop through each of the views reported by the frame | |
// and draw them into the corresponding viewport here, but we're | |
// keeping this sample slim so we're not bothering to draw any | |
// geometry. | |
/* for (let view of frame.views) { | |
let viewport = session.baseLayer.getViewport(view); | |
gl.viewport(viewport.x, viewport.y, | |
viewport.width, viewport.height); | |
// Draw something. | |
} */ | |
} | |
} | |
// Start the XR application. | |
initXR() |
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<span class="Include">import</span> Log <span class="Include">from</span> <span class="String">'./log.js'</span> | |
<span class="Identifier">const</span> log <span class="Normal">=</span> Log<span class="Normal">()</span> | |
<span class="Comment">// XR globals.</span> | |
<span class="Identifier">let</span> xrButton <span class="Normal">=</span> document.<span class="Keyword">getElementById</span><span class="Normal">(</span><span class="String">'xr-button'</span><span class="Normal">)</span> | |
<span class="Identifier">let</span> xrDevice <span class="Normal">=</span> <span class="Boolean">null</span> | |
<span class="Identifier">let</span> xrSession <span class="Normal">=</span> <span class="Boolean">null</span> | |
<span class="Identifier">let</span> xrFrameOfRef <span class="Normal">=</span> <span class="Boolean">null</span> | |
<span class="Comment">// WebGL scene globals.</span> | |
<span class="Identifier">let</span> gl <span class="Normal">=</span> <span class="Boolean">null</span> | |
<span class="Comment">// Checks to see if WebXR is available and, if so, requests an XRDevice</span> | |
<span class="Comment">// that is connected to the system and tests it to ensure it supports the</span> | |
<span class="Comment">// desired session options.</span> | |
<span class="Keyword">function</span> <span class="Function">initXR</span> <span class="Normal">()</span> <span class="javaScriptBraces">{</span> | |
<span class="Comment">// Is WebXR available on this UA?</span> | |
<span class="Conditional">if</span> (<span class="Structure">navigator</span>.xr) <span class="javaScriptBraces">{</span> | |
<span class="Comment">// Request an XRDevice connected to the system.</span> | |
<span class="Structure">navigator</span>.xr.requestDevice<span class="Normal">()</span>.<span class="Keyword">then</span><span class="Normal">(</span><span class="Special">device</span> <span class="Statement">=></span> <span class="javaScriptBraces">{</span> | |
xrDevice <span class="Normal">=</span> device | |
<span class="Comment">// If the device allows creation of exclusive sessions,</span> | |
<span class="Comment">// set it as the target of the 'Enter XR' button.</span> | |
device.supportsSession<span class="Normal">(</span><span class="javaScriptBraces">{</span> <span class="Label">exclusive</span>: <span class="Boolean">true</span> <span class="javaScriptBraces">}</span><span class="Normal">)</span>.<span class="Keyword">then</span><span class="Normal">(()</span> <span class="Statement">=></span> <span class="javaScriptBraces">{</span> | |
<span class="Comment">// Updates the button to start an XR session when clicked.</span> | |
xrButton.<span class="Keyword">addEventListener</span><span class="Normal">(</span><span class="String">'click'</span><span class="Normal">,</span> onButtonClicked<span class="Normal">)</span> | |
xrButton.innerHTML <span class="Normal">=</span> <span class="String">'Enter XR'</span> | |
xrButton.disabled <span class="Normal">=</span> <span class="Boolean">false</span> | |
<span class="javaScriptBraces">}</span><span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span><span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span> <span class="Conditional">else</span> <span class="javaScriptBraces">{</span> | |
log.message<span class="Normal">(</span><span class="String">'This browser does not support the WebXR API.'</span><span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="Comment">// Called when the user clicks the button to enter XR. If we don't have a</span> | |
<span class="Comment">// session already we'll request one, and if we do we'll end it.</span> | |
<span class="Keyword">function</span> <span class="Function">onButtonClicked</span> <span class="Normal">()</span> <span class="javaScriptBraces">{</span> | |
<span class="Conditional">if</span> (!xrSession) <span class="javaScriptBraces">{</span> | |
xrDevice.requestSession<span class="Normal">(</span><span class="javaScriptBraces">{</span> <span class="Label">exclusive</span>: <span class="Boolean">true</span> <span class="javaScriptBraces">}</span><span class="Normal">)</span>.<span class="Keyword">then</span><span class="Normal">(</span>onSessionStarted<span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span> <span class="Conditional">else</span> <span class="javaScriptBraces">{</span> | |
xrSession.end<span class="Normal">()</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="Comment">// Called when we've successfully acquired a XRSession. In response we</span> | |
<span class="Comment">// will set up the necessary session state and kick off the frame loop.</span> | |
<span class="Keyword">function</span> <span class="Function">onSessionStarted</span> <span class="Normal">(</span><span class="Special">session</span><span class="Normal">)</span> <span class="javaScriptBraces">{</span> | |
<span class="Comment">// Save session to global.</span> | |
xrSession <span class="Normal">=</span> session | |
xrButton.innerHTML <span class="Normal">=</span> <span class="String">'Exit XR'</span> | |
<span class="Comment">// Listen for the sessions 'end' event so we can respond if the user</span> | |
<span class="Comment">// or UA ends the session for any reason.</span> | |
session.<span class="Keyword">addEventListener</span><span class="Normal">(</span><span class="String">'end'</span><span class="Normal">,</span> onSessionEnded<span class="Normal">)</span> | |
<span class="Comment">// Create a WebGL context to render with, initialized to be compatible</span> | |
<span class="Comment">// with the XRDisplay we're presenting to.</span> | |
<span class="Identifier">let</span> canvas <span class="Normal">=</span> document.<span class="Keyword">createElement</span><span class="Normal">(</span><span class="String">'canvas'</span><span class="Normal">)</span> | |
gl <span class="Normal">=</span> canvas.getContext<span class="Normal">(</span><span class="String">'webgl'</span><span class="Normal">,</span> <span class="javaScriptBraces">{</span> | |
<span class="Label">compatibleXRDevice</span>: session.device | |
<span class="javaScriptBraces">}</span><span class="Normal">)</span> | |
<span class="Comment">// Use the new WebGL context to create a XRWebGLLayer and set it as the</span> | |
<span class="Comment">// sessions baseLayer. This allows any content rendered to the layer to</span> | |
<span class="Comment">// be displayed on the XRDevice.</span> | |
session.baseLayer <span class="Normal">=</span> <span class="Identifier">new</span> window.XRWebGLLayer<span class="Normal">(</span>session<span class="Normal">,</span> gl<span class="Normal">)</span> | |
<span class="Comment">// Get a frame of reference, which is required for querying poses. In</span> | |
<span class="Comment">// this case an 'eyeLevel' frame of reference means that all poses will</span> | |
<span class="Comment">// be relative to the location where the XRDevice was first detected.</span> | |
session.requestFrameOfReference<span class="Normal">(</span><span class="String">'eyeLevel'</span><span class="Normal">)</span>.<span class="Keyword">then</span><span class="Normal">(</span><span class="Special">frameOfRef</span> <span class="Statement">=></span> <span class="javaScriptBraces">{</span> | |
xrFrameOfRef <span class="Normal">=</span> frameOfRef | |
<span class="Comment">// Inform the session that we're ready to begin drawing.</span> | |
session.requestAnimationFrame<span class="Normal">(</span>onXRFrame<span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span><span class="Normal">)</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="Comment">// // // Called when the user clicks the 'Exit XR' button. In response we end</span> | |
<span class="Comment">// // // the session.</span> | |
<span class="Comment">// // function onEndSession (session) {</span> | |
<span class="Comment">// // session.end()</span> | |
<span class="Comment">// // }</span> | |
<span class="Comment">// Called either when the user has explicitly ended the session (like in</span> | |
<span class="Comment">// onEndSession()) or when the UA has ended the session for any reason.</span> | |
<span class="Comment">// At this point the session object is no longer usable and should be discarded.</span> | |
<span class="Keyword">function</span> <span class="Function">onSessionEnded</span> <span class="Normal">(</span><span class="Special">event</span><span class="Normal">)</span> <span class="javaScriptBraces">{</span> | |
xrSession <span class="Normal">=</span> <span class="Boolean">null</span> | |
xrButton.innerHTML <span class="Normal">=</span> <span class="String">'Enter VR'</span> | |
<span class="Comment">// In this simple case discard the WebGL context too, since we're not</span> | |
<span class="Comment">// rendering anything else to the screen with it.</span> | |
gl <span class="Normal">=</span> <span class="Boolean">null</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="Comment">// Called every time the XRSession requests that a new frame be drawn.</span> | |
<span class="Keyword">function</span> <span class="Function">onXRFrame</span> <span class="Normal">(</span><span class="Special">t</span><span class="Normal">,</span><span class="Special"> frame</span><span class="Normal">)</span> <span class="javaScriptBraces">{</span> | |
<span class="Identifier">let</span> session <span class="Normal">=</span> frame.session | |
<span class="Comment">// Inform the session that we're ready for the next frame.</span> | |
session.requestAnimationFrame<span class="Normal">(</span>onXRFrame<span class="Normal">)</span> | |
<span class="Comment">// Get the XRDevice pose relative to the Frame of Reference we created</span> | |
<span class="Comment">// earlier.</span> | |
<span class="Identifier">let</span> pose <span class="Normal">=</span> frame.getDevicePose<span class="Normal">(</span>xrFrameOfRef<span class="Normal">)</span> | |
<span class="Comment">// Getting the pose may fail if, for example, tracking is lost. So we</span> | |
<span class="Comment">// have to check to make sure that we got a valid pose before attempting</span> | |
<span class="Comment">// to render with it. If not in this case we'll just leave the</span> | |
<span class="Comment">// framebuffer cleared, so tracking loss means the scene will simply</span> | |
<span class="Comment">// dissapear.</span> | |
<span class="Conditional">if</span> (pose) <span class="javaScriptBraces">{</span> | |
<span class="Comment">// If we do have a valid pose, bind the WebGL layer's framebuffer,</span> | |
<span class="Comment">// which is where any content to be displayed on the XRDevice must be</span> | |
<span class="Comment">// rendered.</span> | |
gl.bindFramebuffer<span class="Normal">(</span>gl.FRAMEBUFFER<span class="Normal">,</span> session.baseLayer.framebuffer<span class="Normal">)</span> | |
<span class="Comment">// Update the clear color so that we can observe the color in the</span> | |
<span class="Comment">// headset changing over time.</span> | |
<span class="Identifier">let</span> time <span class="Normal">=</span> <span class="Structure">Date</span>.<span class="Keyword">now</span><span class="Normal">()</span> | |
gl.clearColor<span class="Normal">(</span> | |
<span class="Structure">Math</span>.<span class="Keyword">cos</span><span class="Normal">(</span>time <span class="Normal">/</span> <span class="javaScriptNumber">2000</span><span class="Normal">)</span><span class="Normal">,</span> | |
<span class="Structure">Math</span>.<span class="Keyword">cos</span><span class="Normal">(</span>time <span class="Normal">/</span> <span class="javaScriptNumber">4000</span><span class="Normal">)</span><span class="Normal">,</span> | |
<span class="Structure">Math</span>.<span class="Keyword">cos</span><span class="Normal">(</span>time <span class="Normal">/</span> <span class="javaScriptNumber">6000</span><span class="Normal">)</span><span class="Normal">,</span> | |
<span class="javaScriptNumber">1.0</span> | |
<span class="Normal">)</span> | |
<span class="Comment">// Clear the framebuffer</span> | |
gl.<span class="Keyword">clear</span><span class="Normal">(</span>gl.COLOR_BUFFER_BIT <span class="Normal">|</span> gl.DEPTH_BUFFER_BIT<span class="Normal">)</span> | |
<span class="Comment">// Normally you'd loop through each of the views reported by the frame</span> | |
<span class="Comment">// and draw them into the corresponding viewport here, but we're</span> | |
<span class="Comment">// keeping this sample slim so we're not bothering to draw any</span> | |
<span class="Comment">// geometry.</span> | |
<span class="Comment">/* for (let view of frame.views) {</span> | |
<span class="Comment"> let viewport = session.baseLayer.getViewport(view);</span> | |
<span class="Comment"> gl.viewport(viewport.x, viewport.y,</span> | |
<span class="Comment"> viewport.width, viewport.height);</span> | |
<span class="Comment"> // Draw something.</span> | |
<span class="Comment"> } */</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="javaScriptBraces">}</span> | |
<span class="Comment">// Start the XR application.</span> | |
initXR<span class="Normal">()</span> | |
</pre> | |
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If we don't have a\n// session already we'll request one, and if we do we'll end it.\nfunction onButtonClicked() {\n if (!xrSession) {\n xrDevice.requestSession({ exclusive: true }).then(onSessionStarted);\n } else {\n xrSession.end();\n }\n}\n\n// Called when we've successfully acquired a XRSession. In response we\n// will set up the necessary session state and kick off the frame loop.\nfunction onSessionStarted(session) {\n // Save session to global.\n xrSession = session;\n xrButton.innerHTML = 'Exit XR';\n\n // Listen for the sessions 'end' event so we can respond if the user\n // or UA ends the session for any reason.\n session.addEventListener('end', onSessionEnded);\n\n // Create a WebGL context to render with, initialized to be compatible\n // with the XRDisplay we're presenting to.\n var canvas = document.createElement('canvas');\n gl = canvas.getContext('webgl', {\n compatibleXRDevice: session.device\n });\n\n // Use the new WebGL context to create a XRWebGLLayer and set it as the\n // sessions baseLayer. This allows any content rendered to the layer to\n // be displayed on the XRDevice.\n session.baseLayer = new window.XRWebGLLayer(session, gl);\n\n // Get a frame of reference, which is required for querying poses. In\n // this case an 'eyeLevel' frame of reference means that all poses will\n // be relative to the location where the XRDevice was first detected.\n session.requestFrameOfReference('eyeLevel').then(function (frameOfRef) {\n xrFrameOfRef = frameOfRef;\n // Inform the session that we're ready to begin drawing.\n session.requestAnimationFrame(onXRFrame);\n });\n}\n\n// // // Called when the user clicks the 'Exit XR' button. In response we end\n// // // the session.\n// // function onEndSession (session) {\n// // session.end()\n// // }\n\n// Called either when the user has explicitly ended the session (like in\n// onEndSession()) or when the UA has ended the session for any reason.\n// At this point the session object is no longer usable and should be discarded.\nfunction onSessionEnded(event) {\n xrSession = null;\n xrButton.innerHTML = 'Enter VR';\n // In this simple case discard the WebGL context too, since we're not\n // rendering anything else to the screen with it.\n gl = null;\n}\n\n// Called every time the XRSession requests that a new frame be drawn.\nfunction onXRFrame(t, frame) {\n var session = frame.session;\n\n // Inform the session that we're ready for the next frame.\n session.requestAnimationFrame(onXRFrame);\n\n // Get the XRDevice pose relative to the Frame of Reference we created\n // earlier.\n var pose = frame.getDevicePose(xrFrameOfRef);\n\n // Getting the pose may fail if, for example, tracking is lost. So we\n // have to check to make sure that we got a valid pose before attempting\n // to render with it. If not in this case we'll just leave the\n // framebuffer cleared, so tracking loss means the scene will simply\n // dissapear.\n if (pose) {\n // If we do have a valid pose, bind the WebGL layer's framebuffer,\n // which is where any content to be displayed on the XRDevice must be\n // rendered.\n gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer);\n\n // Update the clear color so that we can observe the color in the\n // headset changing over time.\n var time = Date.now();\n gl.clearColor(Math.cos(time / 2000), Math.cos(time / 4000), Math.cos(time / 6000), 1.0);\n\n // Clear the framebuffer\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n // Normally you'd loop through each of the views reported by the frame\n // and draw them into the corresponding viewport here, but we're\n // keeping this sample slim so we're not bothering to draw any\n // geometry.\n /* for (let view of frame.views) {\n let viewport = session.baseLayer.getViewport(view);\n gl.viewport(viewport.x, viewport.y,\n viewport.width, viewport.height);\n // Draw something.\n } */\n }\n}\n\n// Start the XR application.\ninitXR();//# sourceURL=[module]\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"0.js","sources":["webpack:///demo.js?9600"],"sourcesContent":["import Log from './log.js'\nconst log = Log()\n\n// XR globals.\nlet xrButton = document.getElementById('xr-button')\nlet xrDevice = null\nlet xrSession = null\nlet xrFrameOfRef = null\n\n// WebGL scene globals.\nlet gl = null\n\n// Checks to see if WebXR is available and, if so, requests an XRDevice\n// that is connected to the system and tests it to ensure it supports the\n// desired session options.\nfunction initXR () {\n  // Is WebXR available on this UA?\n  if (navigator.xr) {\n    // Request an XRDevice connected to the system.\n    navigator.xr.requestDevice().then(device => {\n      xrDevice = device\n      // If the device allows creation of exclusive sessions,\n      // set it as the target of the 'Enter XR' button.\n      device.supportsSession({ exclusive: true }).then(() => {\n        // Updates the button to start an XR session when clicked.\n        xrButton.addEventListener('click', onButtonClicked)\n        xrButton.innerHTML = 'Enter XR'\n        xrButton.disabled = false\n      })\n    })\n  } else {\n    log.message('This browser does not support the WebXR API.')\n  }\n}\n\n// Called when the user clicks the button to enter XR. If we don't have a\n// session already we'll request one, and if we do we'll end it.\nfunction onButtonClicked () {\n  if (!xrSession) {\n    xrDevice.requestSession({ exclusive: true }).then(onSessionStarted)\n  } else {\n    xrSession.end()\n  }\n}\n\n// Called when we've successfully acquired a XRSession. In response we\n// will set up the necessary session state and kick off the frame loop.\nfunction onSessionStarted (session) {\n  // Save session to global.\n  xrSession = session\n  xrButton.innerHTML = 'Exit XR'\n\n  // Listen for the sessions 'end' event so we can respond if the user\n  // or UA ends the session for any reason.\n  session.addEventListener('end', onSessionEnded)\n\n  // Create a WebGL context to render with, initialized to be compatible\n  // with the XRDisplay we're presenting to.\n  let canvas = document.createElement('canvas')\n  gl = canvas.getContext('webgl', {\n    compatibleXRDevice: session.device\n  })\n\n  // Use the new WebGL context to create a XRWebGLLayer and set it as the\n  // sessions baseLayer. This allows any content rendered to the layer to\n  // be displayed on the XRDevice.\n  session.baseLayer = new window.XRWebGLLayer(session, gl)\n\n  // Get a frame of reference, which is required for querying poses. In\n  // this case an 'eyeLevel' frame of reference means that all poses will\n  // be relative to the location where the XRDevice was first detected.\n  session.requestFrameOfReference('eyeLevel').then(frameOfRef => {\n    xrFrameOfRef = frameOfRef\n    // Inform the session that we're ready to begin drawing.\n    session.requestAnimationFrame(onXRFrame)\n  })\n}\n\n// // // Called when the user clicks the 'Exit XR' button. In response we end\n// // // the session.\n// // function onEndSession (session) {\n// //   session.end()\n// // }\n\n// Called either when the user has explicitly ended the session (like in\n// onEndSession()) or when the UA has ended the session for any reason.\n// At this point the session object is no longer usable and should be discarded.\nfunction onSessionEnded (event) {\n  xrSession = null\n  xrButton.innerHTML = 'Enter VR'\n  // In this simple case discard the WebGL context too, since we're not\n  // rendering anything else to the screen with it.\n  gl = null\n}\n\n// Called every time the XRSession requests that a new frame be drawn.\nfunction onXRFrame (t, frame) {\n  let session = frame.session\n\n  // Inform the session that we're ready for the next frame.\n  session.requestAnimationFrame(onXRFrame)\n\n  // Get the XRDevice pose relative to the Frame of Reference we created\n  // earlier.\n  let pose = frame.getDevicePose(xrFrameOfRef)\n\n  // Getting the pose may fail if, for example, tracking is lost. So we\n  // have to check to make sure that we got a valid pose before attempting\n  // to render with it. If not in this case we'll just leave the\n  // framebuffer cleared, so tracking loss means the scene will simply\n  // dissapear.\n  if (pose) {\n    // If we do have a valid pose, bind the WebGL layer's framebuffer,\n    // which is where any content to be displayed on the XRDevice must be\n    // rendered.\n    gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer)\n\n    // Update the clear color so that we can observe the color in the\n    // headset changing over time.\n    let time = Date.now()\n    gl.clearColor(\n      Math.cos(time / 2000),\n      Math.cos(time / 4000),\n      Math.cos(time / 6000),\n      1.0\n    )\n\n    // Clear the framebuffer\n    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)\n\n    // Normally you'd loop through each of the views reported by the frame\n    // and draw them into the corresponding viewport here, but we're\n    // keeping this sample slim so we're not bothering to draw any\n    // geometry.\n    /* for (let view of frame.views) {\n            let viewport = session.baseLayer.getViewport(view);\n            gl.viewport(viewport.x, viewport.y,\n                        viewport.width, viewport.height);\n            // Draw something.\n          } */\n  }\n}\n\n// Start the XR application.\ninitXR()\n\n\n\n// WEBPACK FOOTER //\n// demo.js"],"mappings":";;AAAA;AACA;;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AADA;AACA;AAGA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAMA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;;;;AAMA;AACA;AACA;AACA;AACA","sourceRoot":""}\n//# sourceURL=webpack-internal:///0\n")},function(module,exports,__webpack_require__){"use strict";eval("\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nvar log = function log() {\n window.logMessages = [];\n\n var print = function print() {\n document.querySelector('.logs').innerHTML = window.logMessages.slice(-10).map(function (d) {\n return '<li>' + d.s + ' ' + (d.e ? d.e : '') + '</li>';\n }).join('');\n };\n\n return {\n message: function message(s) {\n window.logMessages.push({ s: s });\n print();\n },\n error: function error(s, e) {\n window.logMessages.push({ s: s, e: e });\n print();\n }\n };\n};\n\nexports.default = log;//# sourceURL=[module]\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiMS5qcyIsInNvdXJjZXMiOlsid2VicGFjazovLy9sb2cuanM/YjgzZiJdLCJzb3VyY2VzQ29udGVudCI6WyJjb25zdCBsb2cgPSAoKSA9PiB7XG4gIHdpbmRvdy5sb2dNZXNzYWdlcyA9IFtdXG5cbiAgY29uc3QgcHJpbnQgPSAoKSA9PiB7XG4gICAgZG9jdW1lbnQucXVlcnlTZWxlY3RvcignLmxvZ3MnKS5pbm5lckhUTUwgPSB3aW5kb3cubG9nTWVzc2FnZXNcbiAgICAgIC5zbGljZSgtMTApXG4gICAgICAubWFwKGQgPT4ge1xuICAgICAgICByZXR1cm4gYDxsaT4ke2Quc30gJHtkLmUgPyBkLmUgOiAnJ308L2xpPmBcbiAgICAgIH0pXG4gICAgICAuam9pbignJylcbiAgfVxuXG4gIHJldHVybiB7XG4gICAgbWVzc2FnZSAocykge1xuICAgICAgd2luZG93LmxvZ01lc3NhZ2VzLnB1c2goeyBzIH0pXG4gICAgICBwcmludCgpXG4gICAgfSxcblxuICAgIGVycm9yIChzLCBlKSB7XG4gICAgICB3aW5kb3cubG9nTWVzc2FnZXMucHVzaCh7IHMsIGUgfSlcbiAgICAgIHByaW50KClcbiAgICB9XG4gIH1cbn1cblxuZXhwb3J0IGRlZmF1bHQgbG9nXG5cblxuXG4vLyBXRUJQQUNLIEZPT1RFUiAvL1xuLy8gbG9nLmpzIl0sIm1hcHBpbmdzIjoiOzs7OztBQUFBO0FBQ0E7QUFDQTtBQUNBO0FBQ0E7QUFHQTtBQUNBO0FBRUE7QUFDQTtBQUNBO0FBQ0E7QUFDQTtBQUNBO0FBQ0E7QUFFQTtBQUNBO0FBQ0E7QUFDQTtBQVRBO0FBV0E7QUFDQTtBQUNBIiwic291cmNlUm9vdCI6IiJ9\n//# sourceURL=webpack-internal:///1\n")},function(module,exports,__webpack_require__){"use strict";eval("\n\n__webpack_require__(0);//# sourceURL=[module]\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiMi5qcyIsInNvdXJjZXMiOlsid2VicGFjazovLy9zY3JpcHQuanM/OWE5NSJdLCJzb3VyY2VzQ29udGVudCI6WyJyZXF1aXJlKCcuL2RlbW8uanMnKVxuXG5cblxuLy8gV0VCUEFDSyBGT09URVIgLy9cbi8vIHNjcmlwdC5qcyJdLCJtYXBwaW5ncyI6Ijs7QUFBQSIsInNvdXJjZVJvb3QiOiIifQ==\n//# sourceURL=webpack-internal:///2\n")}]); |
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<!DOCTYPE html> | |
<title>blockup</title> | |
<meta name="viewport" content="width=device-width,initial-scale=1,shrink-to-fit=no"> | |
<link href='dist.css' rel='stylesheet' /> | |
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://ngrok.io, expires = 2018-07-05 --> | |
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-07-05" content="An7UhyulDMd1aXHYJY/4aBUXSPnff/LpJhr8H3FW/EKLJb7GyuwH8DWrg+W6AYIxNX6f7vxJySrMcX6OkfgQuAYAAABNeyJvcmlnaW4iOiJodHRwczovL25ncm9rLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzMDgzNDIzNH0="> | |
<!-- <script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script> | |
<script>var polyfill = new WebXRPolyfill()</script> | |
--> | |
<body> | |
<h1>hello</h1> | |
<ul class='logs' /> | |
<button id="xr-button" disabled>XR not found</button> | |
<script src='dist.js'></script> | |
</body> |
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const log = () => { | |
window.logMessages = [] | |
const print = () => { | |
document.querySelector('.logs').innerHTML = window.logMessages | |
.slice(-10) | |
.map(d => { | |
return `<li>${d.s} ${d.e ? d.e : ''}</li>` | |
}) | |
.join('') | |
} | |
return { | |
message (s) { | |
window.logMessages.push({ s }) | |
print() | |
}, | |
error (s, e) { | |
window.logMessages.push({ s, e }) | |
print() | |
} | |
} | |
} | |
export default log |
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import Log from './log.js' | |
import OnDrawFrame from './onDrawFrame.js' | |
const log = Log() | |
// TODO: review async functions | |
// TODO: check correct error handling setup | |
let device | |
let session | |
let frameOfRef | |
let onDrawFrame | |
let glCanvas | |
let gl | |
// 1 - Request an XR device. | |
// 2 - If a device is available, application advertises XR functionality to the user. | |
// 3 - Request an exclusive XR session from the device in response to a user-activation event. | |
// 4 - Setup necessary session state and kick off the frame loop. | |
// 5 - Use the session to run a render loop that produces graphical frames to be displayed on the XR device. | |
// 6 - Continue producing frames until the user indicates that they wish to exit XR mode. | |
// 7 - End the XR session. | |
// 3 - Request an exclusive XR session from the device in response to a user-activation event. | |
const beginXRSession = () => { | |
device | |
.requestSession({ exclusive: true }) | |
.then(xrSession => { | |
log.message('session started') | |
session = xrSession | |
onSessionStarted() | |
// Use a WebGL context as a base layer. | |
// xrSession.baseLayer = new XRWebGLLayer(session, gl); | |
// Start the render loop | |
}) | |
.catch(err => { | |
log.error('Could not request desired session', err) | |
}) | |
} | |
// 4 - Setup necessary session state and kick off the frame loop. | |
const onSessionStarted = () => { | |
// Get a frame of reference, which is required for querying poses. In | |
// this case an 'eyeLevel' frame of reference means that all poses will | |
// be relative to the location where the XRDevice was first detected. | |
session | |
.requestFrameOfReference('eyeLevel') | |
.then(xrFrameOfRef => { | |
log.message('frame of ref acquired') | |
frameOfRef = xrFrameOfRef | |
}) | |
.then(setupWebGLLayer) // Create a compatible XRWebGLLayer. | |
.then(() => { | |
// Start the render loop. | |
onDrawFrame = OnDrawFrame({ session, frameOfRef, gl, glCanvas, log }) | |
session.requestAnimationFrame(onDrawFrame) | |
}) | |
.catch(err => { | |
log.error('Error onSessionStarted', err) | |
}) | |
} | |
const setupWebGLLayer = () => { | |
glCanvas = document.createElement('canvas') | |
gl = glCanvas.getContext('webgl') | |
// Make sure the canvas context we want to use is compatible with the device. | |
return gl | |
.setCompatibleXRDevice(device) | |
.then(() => { | |
log.message('setting baseLayer') | |
// The content that will be shown on the device | |
// is defined by the session's baseLayer. | |
session.baseLayer = new window.XRWebGLLayer(session, gl) | |
}) | |
.catch(err => { | |
log.error('Error setupWebGLLayer', err) | |
}) | |
} | |
if (navigator.xr) { | |
// | |
// 1 - Request an XR device. | |
// | |
navigator.xr | |
.requestDevice() | |
.then(xrDevice => { | |
xrDevice | |
.supportsSession({ exclusive: true }) | |
.then(() => { | |
// | |
// 2 - If a device is available, application advertises XR functionality to the user. | |
// | |
device = xrDevice | |
const button = document.createElement('button') | |
button.innerHTML = 'Enter VR' | |
button.addEventListener('click', beginXRSession) | |
document.body.appendChild(button) | |
}) | |
.catch(err => { | |
log.error('Could not support desired session', err) | |
}) | |
}) | |
.catch(err => { | |
if (err.name === 'NotFoundError') { | |
// No XRDevices available. | |
log.error('No XR devices available:', err) | |
} else { | |
// An error occurred while requesting an XRDevice. | |
log.error('Requesting XR device failed:', err) | |
} | |
}) | |
} else { | |
log.message('This browser does not support the WebXR API.') | |
} |
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const onDrawFrame = ({ session, frameOfRef, gl, glCanvas, log }) => ( | |
timestamp, | |
xrFrame | |
) => { | |
// Do we have an active session? | |
if (session) { | |
log.message('found active session') | |
let pose = xrFrame.getDevicePose(frameOfRef) | |
gl.bindFramebuffer(session.baseLayer.framebuffer) | |
for (let view of xrFrame.views) { | |
let viewport = session.baseLayer.getViewport(view) | |
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height) | |
log.message('drawing gl viewport') | |
drawScene(view, pose) | |
} | |
// Request the next animation callback | |
// session.requestAnimationFrame(onDrawFrame) | |
} else { | |
// No session available, so render a default mono view. | |
gl.viewport(0, 0, glCanvas.width, glCanvas.height) | |
// drawScene() | |
// Request the next window callback | |
window.requestAnimationFrame(onDrawFrame) | |
} | |
} | |
const drawScene = (view, pose) => { | |
let viewMatrix = null | |
let projectionMatrix = null | |
if (view) { | |
viewMatrix = pose.getViewMatrix(view) | |
projectionMatrix = view.projectionMatrix | |
} else { | |
viewMatrix = defaultViewMatrix | |
projectionMatrix = defaultProjectionMatrix | |
} | |
// Set uniforms as appropriate for shaders being used | |
// Draw Scene | |
} | |
export default onDrawFrame |
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{ | |
"standard": { | |
"globals": [ | |
] | |
} | |
} |
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require('./demo.js') |
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* | |
box-sizing border-box |
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let xrDevice = null | |
async function onXRAvailable (device) { | |
xrDevice = device | |
// Most (but not all) XRDevices are capable of granting exclusive access to | |
// the device, which is necessary to show imagery in a headset. If the device | |
// has that capability the page will want to add an "Enter VR" button (similar | |
// to "Enter Fullscreen") that triggers the page to begin showing imagery on | |
// the headset. | |
xrDevice | |
.supportsSession({ exclusive: true }) | |
.then(() => { | |
var enterXrBtn = document.createElement('button') | |
enterXrBtn.innerHTML = 'Enter VR' | |
enterXrBtn.addEventListener('click', beginXRSession) | |
document.body.appendChild(enterVrBtn) | |
}) | |
.catch(reason => { | |
console.log('Session not supported: ' + reason) | |
}) | |
} |
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