File: cube-sea.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'>

    <!-- 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>Cube Sea</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/third-party/dat.gui/dat.gui.min.js'></script>

    <script src='../js/webxr-button.js'></script>
  </head>
  <body>
    <header>
      <details id='details-panel' open>
        <summary>Cube Sea</summary>
        <p>
          All hail the cube sea! It's not very interesting to look at, but it's
          fantastic for testing!
          <a class="back" href="./index.html">Back</a>
        </p>
      </details>
    </header>
    <script type="module">
      import {Scene} from '../js/cottontail/src/scenes/scene.js';
      import {Renderer, createWebGLContext} from '../js/cottontail/src/core/renderer.js';
      import {Gltf2Node} from '../js/cottontail/src/nodes/gltf2.js';
      import {QueryArgs} from '../js/cottontail/src/util/query-args.js';
      import {FallbackHelper} from '../js/cottontail/src/util/fallback-helper.js';
      import {CubeSeaNode} from '../js/cottontail/src/nodes/cube-sea.js';

      // If requested, initialize the WebXR polyfill
      if (QueryArgs.getBool('allowPolyfill', false)) {
        var polyfill = new WebXRPolyfill();
      }

      // Helper methods for saving dat.gui-edited parameters in the URL hash.
      // Only non-default values are saved.
      var paramTypes = {};
      var paramValues = {};
      var paramDefaults = {};
      function getBoolParam(name, optDefault) {
        paramTypes[name] = 'bool';
        if (!optDefault) optDefault = false;
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getBool(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getIntParam(name, optDefault) {
        paramTypes[name] = 'int';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getInt(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getFloatParam(name, optDefault) {
        paramTypes[name] = 'float';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getFloat(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getStringParam(name, optDefault) {
        paramTypes[name] = 'string';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getString(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function updateHash() {
        let pairs = [];
        for (let rawKey in paramTypes) {
          let rawVal = paramValues[rawKey];
          if (rawVal == paramDefaults[rawKey])
            continue;
          let type = paramTypes[rawKey];
          let keyString = encodeURIComponent(rawKey);
          let valString;
          if (type == 'bool') {
            valString = rawVal ? '1' : '0';
          } else if (type == 'float') {
            valString = encodeURIComponent((rawVal+0).toFixed(3));
          } else {
            valString = encodeURIComponent(rawVal);
          }
          pairs.push(keyString + '=' + valString);
        }
        let newHash = '#' + pairs.join('&');
        document.location.hash = newHash;
      }
      function getParamSaver(name, optApplyFunc) {
        if (!(name in paramTypes))
          throw new Error('unknown param name: ' + name);
        return (value) => {
          paramValues[name] = value;
          updateHash();
          if (optApplyFunc) {
            optApplyFunc(value);
          }
        };
      }

      let cubeSea = new CubeSeaNode({
        imageUrl: '../test-media/cube-sea.webp',

        // Number and size of the static cubes. Use the larger
        // cube count from heavyGpu to avoid inconsistent defaults.
        cubeCount: getIntParam('cubeCount', 12),
        cubeScale: getFloatParam('cubeScale'),

        // If true, use a very heavyweight shader to stress the GPU.
        heavyGpu: getBoolParam('heavyGpu'),

        // Draw only half the world cubes. Helps test variable render cost
        // when combined with heavyGpu.
        halfOnly: getBoolParam('halfOnly'),

        // Automatically spin the world cubes. Intended for automated testing,
        // not recommended for viewing in a headset.
        autoRotate: getBoolParam('autorotate'),
      });

      let appSettings = {
        // Framebuffer scale override. 1 = default
        framebufferScale: getFloatParam('framebufferScale', 1),

        // Immersive AR mode
        arMode: getBoolParam('arMode', false),

        // Use an inline canvas for "magic window" mode?
        magicWindow: getBoolParam('magicWindow', true),

        // Don't produce frames at all. Simulates a broken app.
        noFrames: getBoolParam('noFrames', false),

        // Only submit every Nth presentation frame. The first frame is
        // rendered, so a large value can be used to simulate a splash screen.
        submitInterval: getIntParam('submitInterval', 1),

        // Busy wait for the specified time to simulate CPU intensive JS.
        simulatedWorkTimeMs: getFloatParam('workTime', 0),

        antialias: getBoolParam('antialias', true),
      };

      function updateCubeSea() {
        cubeSea.rebuildCubes()
      }

      // Add GUI fields to edit URL parameters. The dat.gui name (2nd arg)
      // is the name of the dict parameter. The getParamSaver name is the
      // name of the hash parameter which may be different.
      let gui = new dat.GUI({ autoPlace: false });
      var folderScene = gui.addFolder('Scene options');
      folderScene.add(cubeSea, 'cubeCount', 4, 14, 1).onFinishChange(
          getParamSaver('cubeCount', updateCubeSea));
      folderScene.add(cubeSea, 'cubeScale', 0.2, 2.0, 0.05).onFinishChange(
          getParamSaver('cubeScale', updateCubeSea));
      folderScene.add(cubeSea, 'halfOnly').onFinishChange(
          getParamSaver('halfOnly', updateCubeSea));
      // heavyGpu currently only gets read on startup.
      folderScene.add(cubeSea, 'heavyGpu').onFinishChange(
          getParamSaver('heavyGpu', () => { window.location.reload(false); }));
      folderScene.add(appSettings, 'simulatedWorkTimeMs', 0, 20, 1).onFinishChange(
          getParamSaver('workTime'));
      folderScene.open();

      var folderRender = gui.addFolder('Rendering options');
      folderRender.add(appSettings, 'framebufferScale', 0, 2, 0.25).onFinishChange(
          getParamSaver('framebufferScale'));
      folderRender.add(appSettings, 'antialias').onFinishChange(
          getParamSaver('antialias'));
      folderRender.add(appSettings, 'arMode').onFinishChange(
          getParamSaver('arMode', () => { window.location.reload(false); }));
      folderRender.add(appSettings, 'magicWindow').onFinishChange(
          getParamSaver('magicWindow', () => { window.location.reload(false); }));
      folderRender.open();

      var folderTest = gui.addFolder('Regression testing');
      folderTest.add(appSettings, 'noFrames').onFinishChange(
          getParamSaver('noFrames'));
      folderTest.add(appSettings, 'submitInterval').onFinishChange(
          getParamSaver('submitInterval'));
      folderTest.add(cubeSea, 'autoRotate').onFinishChange(
          getParamSaver('autorotate', updateCubeSea));
      // Don't auto-open this folder, it's not very interesting for interactive use.

      gui.close();

      let detailsPanel = document.getElementById('details-panel');
      detailsPanel.appendChild(gui.domElement);
      detailsPanel.appendChild(document.createElement('br'));

      // TODO: Test variables that still need to be implemented, assuming
      // they are applicable to WebXR.
      /*
      // Use 1024x1024 per eye instead of the recommended base render
      // resolution.
      var standardSize = getBoolParam('standardSize', false);

      // Support for automated latency testing.
      var latencyPatch = getBoolParam('latencyPatch', false);
      var pureFlickerApp = getBoolParam('pureFlickerApp', false);
      */

      // 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(cubeSea);

      function initXR() {
        let buttonOptions = {
          onRequestSession: onRequestSession,
          onEndSession: onEndSession
        };
        if (appSettings.arMode) {
          buttonOptions.textEnterXRTitle = "START AR";
          buttonOptions.textXRNotFoundTitle = "AR NOT FOUND";
          buttonOptions.textExitXRTitle = "EXIT  AR";
          buttonOptions.supportedSessionTypes = ['immersive-ar'];
        } else {
          buttonOptions.supportedSessionTypes = ['immersive-vr'];
        }
        xrButton = new XRDeviceButton(buttonOptions);
        document.querySelector('header').appendChild(xrButton.domElement);

        if (navigator.xr) {
          // Set up "magic window" mode.
          if (appSettings.magicWindow) {
            requestInlineSession()
            .then((session) => {
              gl.canvas.addEventListener('touchend', () => {
                session.end().then(() => {
                  requestInlineSession({ optionalFeatures: ['local'] });
                }, { once: true });
              })
            });
          }
        } else {
          initFallback();
        }
      }

      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);
        scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
      }

      function requestInlineSession(options) {
        return navigator.xr.requestSession('inline', options)
          .then((session) => {
            session.mode = 'inline';
            return onSessionStarted(session);
          });
      }

      function onRequestSession() {
        let xrMode = appSettings.arMode ? 'immersive-ar' : 'immersive-vr';
        navigator.xr.requestSession(xrMode).then((session) => {
          session.mode = xrMode;
          xrButton.setSession(session);
          onSessionStarted(session);
        });
      }

      function onSessionStarted(session) {
        session.addEventListener('end', onSessionEnded);

        initGL();

        let webglLayer = new XRWebGLLayer(session, gl, {
          framebufferScaleFactor: appSettings.framebufferScale,
          antialias: appSettings.antialias});
        session.updateRenderState({ baseLayer: webglLayer });

        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) {
        xrButton.setSession(null);
      }

      let frameNum = 0;
      let tmp = 0;

      function onXRFrame(t, frame) {
        let session = frame.session;
        let refSpace = session.mode.startsWith('immersive') ?
                         xrImmersiveRefSpace :
                         xrNonImmersiveRefSpace;
        let pose = frame.getViewerPose(refSpace);

        frameNum++;

        scene.startFrame();

        if (appSettings.simulatedWorkTimeMs > 0) {
          // Simulate a heavy Javascript workload
          let start = Date.now();
          while (Date.now() - start < appSettings.simulatedWorkTimeMs) {
            // Spin our wheels doing useless BS :)
            tmp = Math.sin(Math.cos(Math.tan(tmp)));
          }
        }

        session.requestAnimationFrame(onXRFrame);

        // Simulate a poorly designed app that doesn't provide frames.
        if (appSettings.noFrames) {
          scene.endFrame();
          return;
        }

        // Simulate an app that's only submitting on a subset of animation
        // frames. This seems to be legal according to the WebVR spec?
        // frameNum=0 is submitted, so setting submitInterval to a large
        // number can simulate a splash screen.
        if (appSettings.submitInterval && frameNum % appSettings.submitInterval > 0) {
          return;
        }

        scene.clear = !appSettings.arMode;

        scene.updateInputSources(frame, refSpace);

        scene.drawXRFrame(frame, pose);

        scene.endFrame();
      }

      // Start the XR application.
      initXR();
    </script>
  </body>
</html>