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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'>
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
<title>Reduced Bind Rendering</title>
<link href='css/common.css' rel='stylesheet'></link>
<!--The polyfill is not needed for browser that have native API support,
but is linked by these samples for wider compatibility.-->
<!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
<script src='js/xrray-polyfill.js' type='module'></script>
<script src='js/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Reduced Bind Rendering</summary>
<p>
This sample demonstrates a simple technique to reduce the number of
state changes an application needs to make while rendering, potentially
enabling better performance.
<a class="back" href="./index.html">Back</a>
</p>
</details>
</header>
<script type="module">
import {WebXRView, Scene} from './js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
import {QueryArgs} from './js/cottontail/src/util/query-args.js';
import {CubeSeaNode} from './js/cottontail/src/nodes/cube-sea.js';
import {FallbackHelper} from './js/cottontail/src/util/fallback-helper.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let xrNonImmersiveRefSpace = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new CubeSeaNode());
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
supportedSessionTypes: ['immersive-vr']
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
requestInlineSession();
} else {
initFallback();
}
}
// This kicks off a really simple fallback rendering loop so that we don't
// have to clutter up the sample code with fallback rendering logic. This
// variant also has the benefit of including simple support for looking
// around via clicking and dragging with the right mouse button or a two-
// finger drag.
function initFallback() {
initGL();
let fallbackHelper = new FallbackHelper(scene, gl);
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize () {
gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio);
gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio);
}
window.addEventListener('resize', onResize);
onResize();
// Set up a non-black clear color so that we can see if something renders wrong.
gl.clearColor(0.1, 0.2, 0.3, 1.0);
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onRequestSession() {
navigator.xr.requestSession('immersive-vr', {requiredFeatures: ['local']}).then((session) => {
session.mode = 'immersive-vr';
xrButton.setSession(session);
onSessionStarted(session);
});
}
function requestInlineSession(options) {
return navigator.xr.requestSession('inline', options)
.then((session) => {
session.mode = 'inline';
return onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl)
});
session.requestReferenceSpace('local').then((refSpace) => {
return refSpace;
}, (e) => {
if (!session.mode.startsWith('immersive')) {
// If we're in inline mode, our underlying platform may not support
// the stationary reference space, but an identity space is guaranteed.
return session.requestReferenceSpace('viewer');
} else {
throw e;
}
}).then((refSpace) => {
if (session.mode.startsWith('immersive')) {
xrImmersiveRefSpace = refSpace;
} else {
xrNonImmersiveRefSpace = refSpace;
}
session.requestAnimationFrame(onXRFrame);
});
return session;
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.mode.startsWith('immersive')) {
xrButton.setSession(null);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.mode.startsWith('immersive') ?
xrImmersiveRefSpace :
xrNonImmersiveRefSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// This is a different rendering pattern than the previous samples
// used, but it should be more efficent. It's very common for apps
// being ported to XR to take existing 2D rendering code and call the
// top-level "drawScene" function once per XR view, effectively
// drawing a single eye at a time. However, this causes many state
// changes to be duplicated, which adds to the render loop's overhead.
// By providing the matrices and viewports as an array to the drawing
// function it can do all the necessary binding once and then call the
// actual draw commands in a tighter loop, only changing the matrices
// and viewport each time. This does mean that the viewport is changed
// much more frequently (N times per object instead of N times per
// scene) but it's typically a pretty cheap thing to change and will
// almost always be easily outweighed by the savings from not
// redundantly binding everything else.
// For example, a traditional draw loop would do this:
// Draw(views):
// for each view in views:
// setViewport();
// for each object in scene:
// bindProgram();
// bindMatrices();
// bindUniforms();
// bindBuffers();
// bindTextures();
// draw();
// While this method results in a loop more like this:
// Draw(views):
// for each object in scene:
// bindProgram();
// bindUniforms();
// bindBuffers();
// bindTextures();
// for each view in views:
// setViewport();
// bindMatrices();
// draw();
// Note that for the complexity of the scene in this samples this
// won't make much visible performance difference, but we're using the
// more efficient pattern anyway as a way of promoting best practices.
let views = [];
for (let view of pose.views) {
// Gather all the values needed for one view and push it into the
// array of views to be drawn. WebXRView is a utility class that
// holds all the necessary values for drawing a single view.
let renderView = new WebXRView();
// In future samples we'll hide this part away as well by using the
// scene.drawXRViews() function, which handles gathering these
// values internally.
renderView.projectionMatrix = view.projectionMatrix;
renderView.viewMatrix = view.transform.inverse.matrix;
renderView.viewport = session.renderState.baseLayer.getViewport(view);
views.push(renderView);
}
scene.drawViewArray(views);
}
scene.endFrame();
}
initXR();
</script>
</body>
</html>
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