<!doctype html> <html> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> <title>Cube Demo</title> <!-- three.js --> <script src="https://unpkg.com/three@0.126.0/build/three.js"></script> </head> <body> <!-- Starting an immersive WebXR session requires user interaction. We start this one with a simple button. --> <button onclick="activateXR()">Start Cube Demo</button> <script> async function activateXR() { // Add a canvas element and initialize a WebGL context that is compatible with WebXR. const canvas = document.createElement("canvas"); document.body.appendChild(canvas); const gl = canvas.getContext("webgl", {xrCompatible: true}); const scene = new THREE.Scene(); // The cube will have a different color on each side. const materials = [ new THREE.MeshBasicMaterial({color: 0xff00ff}), new THREE.MeshBasicMaterial({color: 0x0f00ff}), new THREE.MeshBasicMaterial({color: 0x00ff00}), new THREE.MeshBasicMaterial({color: 0xff0f00}), new THREE.MeshBasicMaterial({color: 0x00ff00}), new THREE.MeshBasicMaterial({color: 0xff0000}) ]; // Create the cube and add it to the demo scene. const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.5, 0.5, 0.5), materials); cube.position.set(0, 0, -1); scene.add(cube); // Set up the WebGLRenderer, which handles rendering to the session's base layer. const renderer = new THREE.WebGLRenderer({ alpha: true, preserveDrawingBuffer: true, canvas: canvas, context: gl }); renderer.autoClear = false; // The API directly updates the camera matrices. // Disable matrix auto updates so three.js doesn't attempt // to handle the matrices independently. const camera = new THREE.PerspectiveCamera(); camera.matrixAutoUpdate = false; // Initialize a WebXR session using "immersive-ar". const session = await navigator.xr.requestSession("immersive-ar"); session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); // A 'local' reference space has a native origin that is located // near the viewer's position at the time the session was created. const referenceSpace = await session.requestReferenceSpace('local'); // Create a render loop that allows us to draw on the AR view. const onXRFrame = (time, frame) => { // Queue up the next draw request. session.requestAnimationFrame(onXRFrame); // Bind the graphics framebuffer to the baseLayer's framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer) // Retrieve the pose of the device. // XRFrame.getViewerPose can return null while the session attempts to establish tracking. const pose = frame.getViewerPose(referenceSpace); if (pose) { // In mobile AR, we only have one view. const view = pose.views[0]; const viewport = session.renderState.baseLayer.getViewport(view); renderer.setSize(viewport.width, viewport.height) // Use the view's transform matrix and projection matrix to configure the THREE.camera. camera.matrix.fromArray(view.transform.matrix) camera.projectionMatrix.fromArray(view.projectionMatrix); camera.updateMatrixWorld(true); // Render the scene with THREE.WebGLRenderer. renderer.render(scene, camera) } } session.requestAnimationFrame(onXRFrame); } </script> </body> </html>