diff --git a/public/index.html b/public/index.html index aec9a1dccf2f1d6407cb77b7c375a61f3e02a3cf..1626c9c7acd867ca5f78074cd6b5e4a24f285f17 100644 --- a/public/index.html +++ b/public/index.html @@ -53,6 +53,46 @@ async function activateXR() { 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>