diff --git a/public/index.html b/public/index.html index 1626c9c7acd867ca5f78074cd6b5e4a24f285f17..c3759eb6001bbf5e639da75d5781392732dc5a35 100644 --- a/public/index.html +++ b/public/index.html @@ -23,75 +23,74 @@ async function activateXR() { const scene = new THREE.Scene(); - // The cube will have a different color on each side. - const materials = [ - new THREE.MeshBasicMaterial({color: 0xff0000}), - new THREE.MeshBasicMaterial({color: 0x0000ff}), - new THREE.MeshBasicMaterial({color: 0x00ff00}), - new THREE.MeshBasicMaterial({color: 0xff00ff}), - new THREE.MeshBasicMaterial({color: 0x00ffff}), - new THREE.MeshBasicMaterial({color: 0xffff00}) - ]; - - // Create the cube and add it to the demo scene. - const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials); - cube.position.set(1, 1, 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) - } - } +// The cube will have a different color on each side. +const materials = [ + new THREE.MeshBasicMaterial({color: 0xff0000}), + new THREE.MeshBasicMaterial({color: 0x0000ff}), + new THREE.MeshBasicMaterial({color: 0x00ff00}), + new THREE.MeshBasicMaterial({color: 0xff00ff}), + new THREE.MeshBasicMaterial({color: 0x00ffff}), + new THREE.MeshBasicMaterial({color: 0xffff00}) +]; + +// 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>