webxr_vr_layers.html 7.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js vr - layers</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> media and projection layers<br/>
  12. (Oculus Browser 16.1+)
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  17. import { VRButton } from './jsm/webxr/VRButton.js';
  18. import { XRControllerModelFactory } from './jsm/webxr/XRControllerModelFactory.js';
  19. import { XRHandModelFactory } from './jsm/webxr/XRHandModelFactory.js';
  20. let container;
  21. let camera, scene, renderer;
  22. let hand1, hand2;
  23. let controller1, controller2;
  24. let controllerGrip1, controllerGrip2;
  25. let controls;
  26. let video;
  27. let snellenTexture;
  28. let quadLayer;
  29. // Data shared between the THREE.Mesh on the left side and WebXR Layer on the right side for
  30. // the eye chart. See https://en.wikipedia.org/wiki/Snellen_chart for details about the math.
  31. //
  32. // The image was designed so that each 2x2px block on the 20/20 line subtends 1 minute of
  33. // arc. That is
  34. // tan(1/60 deg) * 6.1m * 160px/142mm = 2px
  35. // per block on line 8.
  36. //
  37. // This fidelity is beyond any modern consumer headset since it would require ~60px/deg of
  38. // resolution. The Quest has ~16ppd and the Quest 2 has ~20ppd so only lines 3 or 4 will be
  39. // legible when using layers. Without layers, you lose ~sqrt(2) in resolution due to the
  40. // extra resampling.
  41. const snellenConfig = {
  42. // The height & width of the WebXR layer needs to match the given image size.
  43. widthPx: 320,
  44. heightPx: 450,
  45. x: 0, // +/- widthMeters/2
  46. y: 1.5,
  47. z: - 6.1, // 20/20 vision @ 20ft = 6.1m
  48. widthMeters: .268, // 320px image * (142mm/160px scale factor)
  49. heightMeters: .382 // 450px image * (142mm/160px scale factor)
  50. };
  51. init();
  52. animate();
  53. function init() {
  54. container = document.createElement( 'div' );
  55. document.body.appendChild( container );
  56. scene = new THREE.Scene();
  57. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  58. camera.position.set( 0, 1.6, 3 );
  59. controls = new OrbitControls( camera, container );
  60. controls.target.set( 0, 1.6, 0 );
  61. controls.update();
  62. scene.add( new THREE.HemisphereLight( 0x808080, 0x606060 ) );
  63. const light = new THREE.DirectionalLight( 0xffffff );
  64. light.position.set( 0, 6, 0 );
  65. light.castShadow = true;
  66. light.shadow.camera.top = 2;
  67. light.shadow.camera.bottom = - 2;
  68. light.shadow.camera.right = 2;
  69. light.shadow.camera.left = - 2;
  70. light.shadow.mapSize.set( 4096, 4096 );
  71. scene.add( light );
  72. //
  73. renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setClearAlpha(1);
  76. renderer.setClearColor(new THREE.Color(0), 0);
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. renderer.outputEncoding = THREE.sRGBEncoding;
  79. renderer.shadowMap.enabled = true;
  80. renderer.xr.enabled = true;
  81. container.appendChild( renderer.domElement );
  82. document.body.appendChild( VRButton.createButton( renderer ) );
  83. // controllers
  84. controller1 = renderer.xr.getController( 0 );
  85. scene.add( controller1 );
  86. controller2 = renderer.xr.getController( 1 );
  87. scene.add( controller2 );
  88. const controllerModelFactory = new XRControllerModelFactory();
  89. const handModelFactory = new XRHandModelFactory().setPath( "./models/fbx/" );
  90. // Hand 1
  91. controllerGrip1 = renderer.xr.getControllerGrip( 0 );
  92. controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
  93. scene.add( controllerGrip1 );
  94. hand1 = renderer.xr.getHand( 0 );
  95. hand1.add( handModelFactory.createHandModel( hand1 ) );
  96. scene.add( hand1 );
  97. // Hand 2
  98. controllerGrip2 = renderer.xr.getControllerGrip( 1 );
  99. controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
  100. scene.add( controllerGrip2 );
  101. hand2 = renderer.xr.getHand( 1 );
  102. hand2.add( handModelFactory.createHandModel( hand2 ) );
  103. scene.add( hand2 );
  104. //
  105. const geometry = new THREE.BufferGeometry().setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 1 ) ] );
  106. const line = new THREE.Line( geometry );
  107. line.name = 'line';
  108. line.scale.z = 5;
  109. controller1.add( line.clone() );
  110. controller2.add( line.clone() );
  111. // Eye chart
  112. snellenTexture = new THREE.TextureLoader().load( "textures/snellen.png" );
  113. const snellenMesh = new THREE.Mesh(
  114. new THREE.PlaneGeometry( snellenConfig.widthMeters, snellenConfig.heightMeters ),
  115. new THREE.MeshBasicMaterial( { map: snellenTexture } ) );
  116. snellenMesh.position.x = snellenConfig.x - snellenConfig.widthMeters / 2;
  117. snellenMesh.position.y = snellenConfig.y;
  118. snellenMesh.position.z = snellenConfig.z;
  119. scene.add( snellenMesh );
  120. //
  121. window.addEventListener( 'resize', onWindowResize, false );
  122. video = document.createElement('video');
  123. video.loop = true;
  124. video.src = 'textures/MaryOculus.webm';
  125. }
  126. function onWindowResize() {
  127. camera.aspect = window.innerWidth / window.innerHeight;
  128. camera.updateProjectionMatrix();
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. }
  131. //
  132. function animate() {
  133. renderer.setAnimationLoop( render );
  134. }
  135. function render( t, frame ) {
  136. const xr = renderer.xr;
  137. const session = xr.getSession();
  138. const gl = renderer.getContext();
  139. // Init layers once in immersive mode and video is ready.
  140. if ( session && session.renderState.layers !== undefined && session.hasMediaLayer === undefined && video.readyState >= 2 ) {
  141. session.hasMediaLayer = true;
  142. session.requestReferenceSpace( 'local' ).then( ( refSpace ) => {
  143. // Create Quad layer for Snellen chart.
  144. const glBinding = new XRWebGLBinding( session, gl );
  145. quadLayer = glBinding.createQuadLayer( {
  146. width: snellenConfig.widthMeters / 2,
  147. height: snellenConfig.heightMeters / 2,
  148. viewPixelWidth: snellenConfig.widthPx,
  149. viewPixelHeight: snellenConfig.heightPx,
  150. space: refSpace, layout: "mono",
  151. transform: new XRRigidTransform( { x: snellenConfig.x + snellenConfig.widthMeters / 2, y: snellenConfig.y, z: snellenConfig.z } )
  152. } );
  153. // Create background EQR video layer.
  154. const mediaBinding = new XRMediaBinding( session );
  155. const equirectLayer = mediaBinding.createEquirectLayer( video, { space: refSpace, layout: "stereo-left-right" } );
  156. session.updateRenderState( { layers: [ equirectLayer, quadLayer, session.renderState.layers[ 0 ] ] } );
  157. video.play();
  158. } );
  159. }
  160. // Copy image to canvas as required.
  161. // needsRedraw is set on creation or if the underlying GL resources of a layer are lost.
  162. if ( quadLayer && quadLayer.needsRedraw ) {
  163. const glBinding = new XRWebGLBinding( session, gl );
  164. const glayer = glBinding.getSubImage( quadLayer, frame );
  165. renderer.state.bindTexture( gl.TEXTURE_2D, glayer.colorTexture );
  166. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true );
  167. gl.texSubImage2D( gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, snellenTexture.image );
  168. }
  169. renderer.render( scene, camera );
  170. }
  171. </script>
  172. </body>
  173. </html>