Commit 4546c991 authored by Rushdi's avatar Rushdi
Browse files

Update index.html

parent e9bcd40e
Pipeline #8010 passed with stage
in 5 seconds
<!doctype html> <!doctype html>
<html> <html>
<head> <head>
...@@ -21,37 +22,76 @@ async function activateXR() { ...@@ -21,37 +22,76 @@ async function activateXR() {
document.body.appendChild(canvas); document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", {xrCompatible: true}); const gl = canvas.getContext("webgl", {xrCompatible: true});
// To be continued in upcoming steps. const scene = new THREE.Scene();
const scene = new THREE.Scene();
// The cube will have a different color on each side.
// The cube will have a different color on each side. const materials = [
const materials = [ new THREE.MeshBasicMaterial({color: 0xff0000}),
new THREE.MeshBasicMaterial({color: 0xff0000}), new THREE.MeshBasicMaterial({color: 0x0000ff}),
new THREE.MeshBasicMaterial({color: 0x0000ff}), new THREE.MeshBasicMaterial({color: 0x00ff00}),
new THREE.MeshBasicMaterial({color: 0x00ff00}), new THREE.MeshBasicMaterial({color: 0xff00ff}),
new THREE.MeshBasicMaterial({color: 0xff00ff}), new THREE.MeshBasicMaterial({color: 0x00ffff}),
new THREE.MeshBasicMaterial({color: 0x00ffff}), new THREE.MeshBasicMaterial({color: 0xffff00})
new THREE.MeshBasicMaterial({color: 0xffff00}) ];
];
// Create the cube and add it to the demo scene.
// 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);
const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials); cube.position.set(0, 0, -1);
cube.position.set(1, 1, 1); scene.add(cube);
scene.add(cube);
// Set up the WebGLRenderer, which handles rendering to the session's base layer. // Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({ const renderer = new THREE.WebGLRenderer({
alpha: true, alpha: true,
preserveDrawingBuffer: true, preserveDrawingBuffer: true,
canvas: canvas, canvas: canvas,
context: gl context: gl
}); });
renderer.autoClear = false; renderer.autoClear = false;
// The API directly updates the camera matrices. // The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt // Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently. // to handle the matrices independently.
const camera = new THREE.PerspectiveCamera(); const camera = new THREE.PerspectiveCamera();
camera.matrixAutoUpdate = false; 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> </script>
......
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