Carmel is a new WebVR browser available for the Oculus Gear VR in preview form. WebVR is an attempt to bring Virtual Reality to the web browser, while Carmel is their mobile browser supporting it. You can learn more about the VR web here. In a nutshell, WebVR is going to enable you to write VR experiences in a similar experience to creating dynamic web pages today. To help with that, Oculus have released the Carmel VR Starter Kit. It’s a set of samples and examples to get you up and running in WebVR for the Carmel browser.
You can download the starter kit on Github and getting started is easy assuming you have Node.js installed.
Running Samples
First, run
npm install
to get the npm dependencies used for hosting the samples locally.Run
npm start
to start a local http server on port 8000.You can navigate to, http://:8000/index.html, to access the samples on a Gear VR enabled mobile device.
The top category of links will launch each sample into the Carmel Technical Preview.
The bottom category of links can be used to launch each sample directly in your browser if the sample supports rendering monoscopically.
Here is a look at the Hello World example’s code:
<!DOCTYPE html> <!-- Copyright 2016-present, Oculus VR, LLC. All rights reserved. This source code is licensed under the license found in the LICENSE-examples file in the root directory of this source tree. --> <html> <head> <title>Hello WebVR</title> <style> body { margin: 0; } canvas { position: absolute; width: 100%; height: 100%; } #messages { position: absolute; color: white; width: 100%; height: 100%; } </style> <script> var vrDisplay; // The VRDisplay we will present to, discovered from getVRDisplays var frameData; // HMD information, populated each frame by getFrameData var layerSource; // The source of the VRLayer passed to requestPresent, our canvas element. var gl; // The webgl context of the canvas element, used to render the scene var quadProgram; // The WebGLProgram we will create, a simple quad rendering program var attribs; // A map of shader attributes to their location in the program var uniforms; // A map of shader uniforms to their location in the program var vertBuffer; // Vertex buffer used for rendering the scene var texture; // The texture that will be bound to the diffuse sampler var quadModelMat; // The quad's model matrix which we will animate // This is the entrypoint to this sample and where we attempt to begin VR presentation function requestPresent() { // First, initialize our WebGL program for rendering a simple quad initWebGLProgram(); // Next, we will get the first VRDisplay that is available and try to requestPresent. // If VR is unavailable or we aren't able to present, we will simply display an HTML message in the page. if (navigator.getVRDisplays) { navigator.getVRDisplays().then(function (displays) { if (displays.length > 0) { // We reuse this every frame to avoid generating garbage frameData = new VRFrameData(); vrDisplay = displays[0]; // We must adjust the canvas (our VRLayer source) to match the VRDisplay var leftEye = vrDisplay.getEyeParameters("left"); var rightEye = vrDisplay.getEyeParameters("right"); // This layer source is a canvas so we will update its width and height based on the eye parameters. // For simplicity we will render each eye at the same resolution layerSource.width = Math.max(leftEye.renderWidth, rightEye. renderWidth) * 2; layerSource.height = Math.max(leftEye.renderHeight, rightEye. renderHeight); // This can normally only be called in response to a user gesture. // In Carmel, we can begin presenting the VR scene right away. vrDisplay.requestPresent([{ source: layerSource }]).then(function ( ) { // Start our render loop, which is synchronized with the VRDisplay refresh rate vrDisplay.requestAnimationFrame(onAnimationFrame); }).catch(function (err) { // The Carmel Developer preview allows entry into VR at any time because it is a VR first experience. // Other browsers will only allow this to succeed if called in response to user interaction, such as a click or tap though. // We expect this to fail outside of Carmel and would present the user with an "Enter VR" button of some sort instead. addHTMLMessage("Failed to requestPresent."); }); } else { // Usually you would want to hook the vrdisplayconnect event and only try to request present then. addHTMLMessage("There are no VR displays connected."); } }).catch(function (err) { addHTMLMessage("VR Displays are not accessible in this context. Perhaps you are in an iframe without the allowvr attribute specified. "); }); } else { addHTMLMessage("WebVR is not supported on this browser."); addHTMLMessage("To support progressive enhancement your fallback code should render a normal Canvas based WebGL experience for the user."); } } // Once we are presenting this will get called any time a new frame should be rendered on the VRDisplay // The timestamp passed to our callback is the current DOMHighResTimeStamp at the start of the frame. // We can use the timestamp to update our scene and perform animations in a framerate independent way. function onAnimationFrame(timestamp) { // Continue to request frames to keep the render loop going vrDisplay.requestAnimationFrame(onAnimationFrame); // Clear the layer source - we do this outside of render to avoid clearing twice gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Update the scene once per frame update(timestamp); // Get the current pose data vrDisplay.getFrameData(frameData); // Render the left eye gl.viewport(0, 0, layerSource.width * 0.5, layerSource.height); render(frameData.leftProjectionMatrix, frameData.leftViewMatrix); // Render the right eye gl.viewport(layerSource.width * 0.5, 0, layerSource.width * 0.5, layerSource.height); render(frameData.rightProjectionMatrix, frameData.rightViewMatrix); // Submit the newly rendered layer to be presented by the VRDisplay vrDisplay.submitFrame(); } function update(timestamp) { // Animate the z location of the quad based on the current frame timestamp var oscillationSpeed = Math.PI / 2; var z = -1 + Math.cos(oscillationSpeed * timestamp / 1000); quadModelMat[14] = z } // For VR, it's important that your render method is parameterized by the camera // (projection and view matrices) so that it can be used to render from each // eye's perspective function render(projectionMat, viewMat) { gl.useProgram(quadProgram); // The view and projection uniforms are passed in and are different for the left eye and right eye gl.uniformMatrix4fv(uniforms.projectionMat, false, projectionMat); gl.uniformMatrix4fv(uniforms.viewMat, false, viewMat); // The remainder of our rendering is the same for both eyes now that view and projection have been set up. gl.uniformMatrix4fv(uniforms.modelMat, false, quadModelMat); gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer); gl.enableVertexAttribArray(attribs.position); gl.enableVertexAttribArray(attribs.texCoord); gl.vertexAttribPointer(attribs.position, 3, gl.FLOAT, false, 20, 0); gl.vertexAttribPointer(attribs.texCoord, 2, gl.FLOAT, false, 20, 12); gl.activeTexture(gl.TEXTURE0); gl.uniform1i(uniforms.diffuse, 0); gl.bindTexture(gl.TEXTURE_2D, texture); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } function initWebGLProgram() { layerSource = document.getElementById("webgl-canvas"); var glAttribs = { alpha: false, // The canvas will not contain an alpha channel antialias: true, // We want the canvas to perform anti- aliasing preserveDrawingBuffer: false // We don't want our drawing to be retained between frames, we will fully rerender each frame. }; // You should also check for "experimental-webgl" when implementing support for canvas based WebGL fallback when VR is not available. gl = layerSource.getContext("webgl", glAttribs); var quadVS = [ "uniform mat4 projectionMat;", "uniform mat4 viewMat;", "uniform mat4 modelMat;", "attribute vec3 position;", "attribute vec2 texCoord;", "varying vec2 vTexCoord;", "void main() {", " vTexCoord = texCoord;", " gl_Position = projectionMat * viewMat * modelMat * vec4(position, 1. 0);", "}", ].join("n"); var quadFS = [ "precision mediump float;", "uniform sampler2D diffuse;", "varying vec2 vTexCoord;", "void main() {", " gl_FragColor = texture2D(diffuse, vTexCoord);", "}", ].join("n"); quadProgram = gl.createProgram(); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.attachShader(quadProgram, vertexShader); gl.shaderSource(vertexShader, quadVS); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.attachShader(quadProgram, fragmentShader); gl.shaderSource(fragmentShader, quadFS); gl.compileShader(fragmentShader); attribs = { position: 0, texCoord: 1 }; gl.bindAttribLocation(quadProgram, attribs.position, "position"); gl.bindAttribLocation(quadProgram, attribs.texCoord, "texCoord"); gl.linkProgram(quadProgram); uniforms = { projectionMat: gl.getUniformLocation(quadProgram, "projectionMat"), modelMat: gl.getUniformLocation(quadProgram, "modelMat"), viewMat: gl.getUniformLocation(quadProgram, "viewMat"), diffuse: gl.getUniformLocation(quadProgram, "diffuse") }; var size = 0.2; var quadVerts = []; var x = 0; var y = 0; var z = -1; quadVerts.push(x - size, y - size, z + size, 0.0, 1.0); quadVerts.push(x + size, y - size, z + size, 1.0, 1.0); quadVerts.push(x + size, y + size, z + size, 1.0, 0.0); quadVerts.push(x - size, y + size, z + size, 0.0, 0.0); vertBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(quadVerts), gl. STATIC_DRAW); quadModelMat = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); texture = gl.createTexture(); var image = new Image(); // When the image is loaded, we will copy it to the GL texture image.addEventListener("load", function() { gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl. LINEAR_MIPMAP_NEAREST); // To avoid bad aliasing artifacts we will generate mip maps to use when rendering this texture at various distances gl.generateMipmap(gl.TEXTURE_2D); }, false); // Start loading the image image.src = "../assets/cube-sea.png"; } function addHTMLMessage(msgText) { var message = document.createElement("div"); message.innerHTML = msgText; document.getElementById("messages").appendChild(message); } </script> </head> <body onload="requestPresent()"> <canvas id="webgl-canvas"></canvas> <div id="messages"></div> </body> </html>
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