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spectator-mode.html
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spectator-mode.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>Spectator Mode</title>
</head>
<body>
<header>
<details open>
<summary>Spectator Mode</summary>
<p>
This sample demonstrates how to render a separate, 3rd person view of
the scene to an external monitor if one is available. This sample is
not applicable to mobile or standalone devices.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
</main>
<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 {Gltf2Node} from './js/render/nodes/gltf2.js';
import {mat4, quat} from './js/render/math/gl-matrix.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.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();
}
const autoSpectate = QueryArgs.getBool('autoSpectate', false);
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: 'media/gltf/garage/garage.gltf'}));
scene.standingStats(true);
// Indicates if we are currently presenting a spectator view of the
// scene to an external display.
let spectatorMode = false;
let spectatorButton = null;
let spectatorProjectionMatrix = mat4.create();
let spectatorQuat = quat.create();
let headset = null;
// Set up a view point in a corner of the garage scene near
// near the ceiling and looking down at the origin/user.
quat.rotateY(spectatorQuat, spectatorQuat, Math.PI * -0.25);
quat.rotateX(spectatorQuat, spectatorQuat, Math.PI * -0.15);
const spectatorTransform = new XRRigidTransform(
{x: -1.75, y: 2.0, z: 1.75},
{x: spectatorQuat[0], y: spectatorQuat[1], z: spectatorQuat[2], w: spectatorQuat[3]}
);
let mainElement = document.querySelector('main');
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
onResize();
window.addEventListener('resize', onResize);
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
// When the exclusive session starts, add a button to the page that
// users can click to start the spectator mode. It's important to not
// begin presenting spectator mode right away, because on some devices
// that may mean doing additional work that the user can't see. By
// requiring a button click first you're ensuring that the user CAN
// still access the 2D page somehow.
if (!autoSpectate) {
spectatorButton = document.createElement('button');
spectatorButton.textContent = 'Enable spectator mode';
spectatorButton.addEventListener('click', onEnableSpectatorMode);
mainElement.appendChild(spectatorButton);
// Hide the non-exclusive session's output canvas so that we can see
// the button.
gl.canvas.style.display = 'none';
} else {
// This is really just for debugging, since it's useful to have
// spectator mode start automatically in some testing scenarios.
onEnableSpectatorMode();
}
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
let refSpaceType = session.isImmersive ? 'local-floor' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
inlineViewerHelper.setHeight(1.6);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
// When we exit the inline session stop presenting the spectator view.
if (spectatorMode) {
spectatorMode = false;
}
// Remove the spectator button if needed.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Show the WebGL canvas again if it was hidden.
gl.canvas.style.display = '';
}
}
// Called when the user clicks the button to enable spectator mode.
function onEnableSpectatorMode() {
spectatorMode = true;
// Show the WebGL canvas
gl.canvas.style.display = '';
onResize();
// Remove the spectator button, since it's no longer needed. You could
// alternately change the button's function to disable spectator mode.
if (spectatorButton) {
mainElement.removeChild(spectatorButton);
spectatorButton = null;
}
// Load up a mesh that we can use to visualize the headset's pose.
if (!headset) {
headset = new Gltf2Node({url: 'media/gltf/headset/headset.gltf'});
scene.addNode(headset);
}
}
function onResize () {
let scaleFactor = window.devicePixelRatio;
if (spectatorMode) {
// The spectator view does take time to render, and can impact the
// performance of the in-headset view. To help mitigate that, we'll
// draw the spectator view at half the native resolution.
scaleFactor /= 2.0;
}
gl.canvas.width = (gl.canvas.offsetWidth * scaleFactor);
gl.canvas.height = (gl.canvas.offsetHeight * scaleFactor);
}
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.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
// If spectator mode is active, draw a 3rd person view of the scene to
// the WebGL context's default backbuffer.
if (spectatorMode && pose) {
// Bind the WebGL context's default framebuffer, so that the rendered
// content shows up in the canvas element.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Set the viewport to the whole canvas
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// Set up a sensible projection matrix for the canvas
mat4.perspective(spectatorProjectionMatrix, Math.PI*0.4,
gl.drawingBufferWidth / gl.drawingBufferHeight,
session.renderState.depthNear,
session.renderState.depthFar);
// Update the headset's pose to match the user's and make it visible
// for this draw.
if (headset) {
headset.visible = true;
headset.matrix = pose.transform.matrix;
}
// Draw the spectator view of the scene.
scene.draw(spectatorProjectionMatrix, spectatorTransform);
// Ensure the headset isn't visible in the VR view.
if (headset) {
headset.visible = false;
}
}
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>