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360-photos.html
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360-photos.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 = 2018-07-25 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-07-25" content="AiOtRLgiXauzJY1CytLCb96aWE1XryUKk1o4uTBQNRpMoeFAbO9e+wsRbT41diaTMC3M6NC6C+HgubQtPUU57wEAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzMjU0MDY0Mn0=">
<title>360 Photos</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>
<!--This script patches up around implementation differences in past browser versions
so that the samples can always be written against the most recent spec changes.
It won't be necessary after the API has been officially shipped for a bit.-->
<script src='js/webxr-version-shim.js'></script>
<script src='js/cottontail/build/cottontail.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>360 Photos</summary>
<p>
This sample demonstrates displaying a 360 degree equirectangular stereo
photo. It intentionally suppresses view position to ensure that the user
cannot move out of the photo sphere.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script>
(function () {
'use strict';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrImmersiveFrameOfRef = null;
let xrNonImmersiveFrameOfRef = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new SkyboxNode({
url: 'media/textures/chess-pano-4k.jpg',
displayMode: 'stereoTopBottom'
}));
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.requestDevice().then((device) => {
device.supportsSession({immersive: true}).then(() => {
xrButton.setDevice(device);
});
let outputCanvas = document.createElement('canvas');
let ctx = outputCanvas.getContext('xrpresent');
device.requestSession({ outputContext: ctx })
.then((session) => {
document.body.appendChild(outputCanvas);
onSessionStarted(session);
});
}).catch(() => {
initFallback();
});
} else {
initFallback();
}
}
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
let fallbackHelper = new FallbackHelper(scene, gl);
}
function initGL(compatibleDevice) {
if (gl)
return;
gl = createWebGLContext({
compatibleXRDevice: compatibleDevice
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller.gltf'}));
}
function onRequestSession(device) {
// Set up a mirror canvas
let mirrorCanvas = document.createElement('canvas');
let ctx = mirrorCanvas.getContext('xrpresent');
mirrorCanvas.setAttribute('id', 'mirror-canvas');
document.body.appendChild(mirrorCanvas);
device.requestSession({ immersive: true, outputContext: ctx }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL(session.device);
session.baseLayer = new XRWebGLLayer(session, gl);
// When rendering 360 photos/videos you want to ensure that the user's
// head is always at the center of the rendered media. Otherwise users
// with 6DoF hardware could walk towards the edges and see a very skewed
// or outright broken view of the image. To prevent that, we request a
// 'headModel' frame of reference, which suppresses any positional
// information from the headset in favor of a head and neck model based
// solely on the device orientation. (As an added bonus this mode may
// be more power efficent on some hardware!)
session.requestFrameOfReference('headModel').then((frameOfRef) => {
if (session.immersive) {
xrImmersiveFrameOfRef = frameOfRef;
} else {
xrNonImmersiveFrameOfRef = frameOfRef;
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.immersive) {
document.body.removeChild(document.querySelector('#mirror-canvas'));
xrButton.setSession(null);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let frameOfRef = session.immersive ?
xrImmersiveFrameOfRef :
xrNonImmersiveFrameOfRef;
let pose = frame.getDevicePose(frameOfRef);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
gl.bindFramebuffer(gl.FRAMEBUFFER, session.baseLayer.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (pose) {
let views = [];
for (let view of frame.views) {
let renderView = new WebXRView();
renderView.projectionMatrix = view.projectionMatrix;
renderView.viewMatrix = pose.getViewMatrix(view);
renderView.viewport = session.baseLayer.getViewport(view);
// It's important to take into account which eye the view is
// associated with in cases like this, since it informs which half
// of the stereo image should be used when rendering the view.
renderView.eye = view.eye
views.push(renderView);
}
scene.updateInputSources(frame, frameOfRef);
scene.drawViewArray(views);
}
scene.endFrame();
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>