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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 (For Chrome M76+), origin = storage.googleapis.com, expires = 2019-07-24 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M76+)" data-expires="2019-07-24" content="Ap6io/uhkGK7vXCD+golNnQfj8wJ4so790EzZoqb8YOljMXIBTvBEQFPTHYIz5d/BgtuwZTKOLrmHAOt30f38g8AAABxeyJvcmlnaW4iOiJodHRwczovL3N0b3JhZ2UuZ29vZ2xlYXBpcy5jb206NDQzIiwiZmVhdHVyZSI6IldlYlhSRGV2aWNlTTc2IiwiZXhwaXJ5IjoxNTY0MDA5MzU2LCJpc1N1YmRvbWFpbiI6dHJ1ZX0=">
<title>Barebones WebXR</title>
<link href='css/common.css' rel='stylesheet'></link>
</head>
<body>
<header>
<details open>
<summary>Barebones WebXR</summary>
<p>
This sample demonstrates extremely simple use of WebXR 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="./index.html">Back</a>
</p>
<div id="warning-zone"></div>
<button id="xr-button" class="barebones-button" disabled>XR not found</button>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter XR' to see content</p>
</main>
<script type="module">
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;
// WebGL scene globals.
let gl = null;
function checkSupportedState() {
// If the device allows creation of immersive VR sessions, enable the
// button. If the supportsSession request is rejected, then
// disable the button because it means that the desired session mode is
// not supported.
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
// Updates the button to start an XR session when clicked.
if (supported) {
xrButton.innerHTML = 'Enter XR';
} else {
xrButton.innerHTML = 'XR not found';
}
xrButton.disabled = !supported;
});
}
// Checks to see if WebXR is available. If it is, checks if the desired
// session options are supported both right now and whenever a device is
// added or removed.
function initXR() {
// WebXR API is only available for secure contexts. If the page is using
// an insecure context, add a warning message about this above the
// button.
if (!window.isSecureContext) {
let message = "WebXR unavailable due to insecure context";
document.getElementById("warning-zone").innerText = message;
}
// If WebXR is available on this UA, check if any devices are connected
// that would support an immersive VR session.
if (navigator.xr) {
// Register our click handler.
// In the other WebXR samples, most of the button details are handled
// by XRDeviceButton from js/webxr-button.js.
xrButton.addEventListener('click', onButtonClicked);
// Register for device change events. This indicates that a device has
// been added or removed, which means that whether or not XR is
// supported has likely changed.
navigator.xr.addEventListener('devicechange', checkSupportedState);
// Just in case the devicechange event has already fired, call it now
// as well.
checkSupportedState();
}
}
// 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) {
navigator.xr.requestSession('immersive-vr').then(
onSessionStarted,
onRequestSessionError);
} 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) {
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', {
xrCompatible: true
});
// 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 XR Device.
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
// Get a reference space, which is required for querying poses. In
// this case a 'local' reference space means that all poses will be
// relative to the location of the user's head at the time this
// reference space is first created.
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called when the requestSession promise was rejected with an exception.
function onRequestSessionError(ex) {
alert("Failed to start immersive VR session.");
console.error(ex.message);
}
// 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;
// There are a few advantages to requesting the next frame immediately
// instead of at the end of this function.
// 1) It's less likely to forget to call requestAnimationFrame in cases
// when onXRFrame has more complicated control flow.
// 2) If an exception is thrown later in this function, the render loop
// will still continue.
session.requestAnimationFrame(onXRFrame);
// Get the viewer 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) {
// If we do have a valid pose, bind the WebGL layer's framebuffer,
// which is where any content to be displayed on the XR Device must be
// rendered.
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.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 pose.views) {
let viewport = session.renderState.baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
// Draw something.
}*/
}
}
// Start the XR application.
initXR();
</script>
</body>
</html>
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