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<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>Barebones VR</title>
</head>
<body>
<header>
<details open>
<summary>WebGPU Barebones VR</summary>
<p>
This sample demonstrates extremely simple use of an "immersive-vr"
session which presents a WebGPU layer with no library dependencies.
It doesn't render anything exciting, just clears your headset's
display to a slowly changing color to prove it's working.
<a class="back" href="./">Back</a>
</p>
<button id="xr-button" class="barebones-button" disabled>XR not found</button>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter VR' to see content</p>
</main>
<script>
(function () {
'use strict';
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;
// WebGGPU scene globals.
let device = null;
let xrGpuBinding = null;
let xrGpuProjLayer = 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) {
// Is WebGPU avaialble on this UA?
if (!navigator.gpu) {
xrButton.textContent = 'WebGPU not found';
return;
}
// If the device allows creation of exclusive sessions set it as the
// target of the 'Enter XR' button.
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
if (supported) {
// Updates the button to start an XR session when clicked.
xrButton.addEventListener('click', onButtonClicked);
xrButton.textContent = 'Enter VR';
xrButton.disabled = false;
}
});
}
}
// Called when the user clicks the button to enter XR. If we don't have a
// session we'll request one, and if we do have a session we'll end it.
function onButtonClicked() {
if (!xrSession) {
navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['layers'],
}).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.
async function onSessionStarted(session) {
xrSession = session;
xrButton.textContent = 'Exit VR';
// 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);
// Request a WebGPU adapter to get a device with, initialized to be
// compatible with the XRDisplay we're presenting to.
const adapter = await navigator.gpu.requestAdapter({
xrCompatible: true,
});
if (!adapter) {
console.log('Could not request a compatible WebGPU adapter.');
xrSession.end();
}
// Create a WebGPU device to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
device = await adapter.requestDevice();
xrGpuBinding = new XRWebGPUBinding(session, device);
// Get a reference space, which is required for querying poses. In this
// case an 'local' reference space means that all poses will be relative
// to the location where the XRDevice was first detected.
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
xrGpuProjLayer = xrGpuBinding.createProjectionLayer({ colorFormat: xrGpuBinding.getPreferredColorFormat() });
session.updateRenderState({ layers: [xrGpuProjLayer] });
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called either when the user has explicitly ended the session by calling
// session.end() 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.textContent = 'Enter VR';
// In this simple case discard the WebGPU device too, since we're not
// rendering anything else to the screen with it.
device = null;
xrGpuBinding = null;
xrGpuProjLayer = null;
}
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(time, 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 reference space we created
// earlier.
let pose = frame.getViewerPose(xrRefSpace);
// 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
// disappear.
if (pose) {
const commandEncoder = device.createCommandEncoder({});
// If we do have a valid pose, loop through the views and get the
// appropriate sub image for each.
for (const view in xrViewerPose.views) {
const subImage = xrGpuBinding.getViewSubImage(xrGpuProjLayer, view);
// The sub image will contain a color texture which is where any
// content to be displayed on the XRDevice must be rendered. To
// render to the subImage's color texture, use is as a color
// attachement in a render pass.
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [{
attachment: subImage.colorTexture.createView(subImage.viewDescriptor),
loadOp: 'clear',
// Update the clear color so that we can observe the color in the
// headset changing over time.
clearValue: [
Math.cos(time / 2000),
Math.cos(time / 4000),
Math.cos(time / 6000),
1
],
}]
});
// Normally you'd draw content for the view here into the given
// viewport, but we're keeping this sample slim so we're not
// bothering to draw any geometry.
/*
let vp = subImage.viewport;
passEncoder.setViewport(vp.x, vp.y, vp.width, vp.height, 0.0, 1.0);
// Draw a scene using view.projectionMatrix as the projection matrix
// and view.transform to position the virtual camera. If you need a
// view matrix, use view.transform.inverse.matrix.
*/
passEncoder.end();
}
device.defaultQueue.submit([commandEncoder.finish()]);
}
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>