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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>Phone AR</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/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>Phone AR</summary>
        <p>
          This sample demonstrates use of a non-exclusive XRSession to present
          Augmented Reality content.
          <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();
      }
      // Apply the version shim after the polyfill is instantiated, to ensure
      // that the polyfill also gets patched if necessary.
      var versionShim = new WebXRVersionShim();

      // XR globals.
      let xrButton = null;
      let xrFrameOfRef = null;

      // AR sessions must have an outputContext, just like magic window
      // sessions.
      let outputCanvas = document.createElement('canvas');
      outputCanvas.setAttribute('id', 'output-canvas');
      let ctx = outputCanvas.getContext('xrpresent');

      // WebGL scene globals.
      let gl = null;
      let renderer = null;
      let scene = new Scene();
      let solarSystem = new Gltf2Node({url: '../media/gltf/space/space.gltf'});
      // The solar system is big (citation needed). Scale it down so that users can
      // move around the planets more easily.
      solarSystem.scale = [0.1, 0.1, 0.1];
      scene.addNode(solarSystem);

      // No skybox is added to this scene, and we're not clearing the background to
      // black because we want the real world to show through.
      scene.clear = false;

      function initXR() {
        xrButton = new XRDeviceButton({
          onRequestSession: onRequestSession,
          onEndSession: onEndSession,
          textEnterXRTitle: "START AR",
          textXRNotFoundTitle: "AR NOT FOUND",
          textExitXRTitle: "EXIT  AR",
        });
        document.querySelector('header').appendChild(xrButton.domElement);

        if (navigator.xr) {
          navigator.xr.requestDevice().then((device) => {
            // Checks to ensure that environment integration (AR) is available,
            // and only enables the button if so.
            device.supportsSession({ environmentIntegration: true, outputContext: ctx }).then(() => {
              xrButton.setDevice(device);
            });
          });
        }
      }

      function onRequestSession(device) {
        // Requests an inline (non-immersive) session with environment integration
        // to get AR via video passthrough.

        // Even though this is a non-immersive session, the fact that it's
        // using environment integration means it must be requested in a user
        // activation event so that appropriate permissions can be granted.
        // This will likely prompt the user to allow camera use, so the promise
        // may remain outstanding for a while.
        device.requestSession({ environmentIntegration: true, outputContext: ctx })
            .then((session) => {
              // Add the canvas to the document once we know that it will be
              // rendered to.
              document.body.appendChild(outputCanvas);
              xrButton.setSession(session);
              onSessionStarted(session);
            });
      }

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

        if (!gl) {
          gl = createWebGLContext({
            compatibleXRDevice: session.device,
            xrCompatible : true,
          });

          renderer = new Renderer(gl);

          scene.setRenderer(renderer);
        }

        session.baseLayer = new XRWebGLLayer(session, gl);

        session.requestFrameOfReference('eye-level').then((frameOfRef) => {
          xrFrameOfRef = frameOfRef;
          session.requestAnimationFrame(onXRFrame);
        });
      }

      function onEndSession(session) {
        session.end();
        // Remove the injected output canvas from the DOM.
        document.body.removeChild(document.querySelector('#output-canvas'));
      }

      function onSessionEnded(event) {
        xrButton.setSession(null);
      }

      // Called every time a XRSession requests that a new frame be drawn.
      function onXRFrame(t, frame) {
        let session = frame.session;
        let pose = frame.getViewerPose(xrFrameOfRef);

        scene.startFrame();

        session.requestAnimationFrame(onXRFrame);

        scene.drawXRFrame(frame, pose);

        scene.endFrame();
      }

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