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<!doctype html>
<html>
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<head>
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  <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">

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<title>Pyramid Demo</title>
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<!-- three.js -->
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<!-- Starting an immersive WebXR session requires user interaction.
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We start this one with a simple button. -->
<button>Start Pyramid Demo</button>

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async function activateXR() {
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  // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
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  const canvas = document.createElement("canvas");
  document.body.appendChild(canvas);
  const gl = canvas.getContext("webgl", {xrCompatible: true});
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  const scene = new THREE.Scene();
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  // The pyramid 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 pyramid and add it to the demo scene.
  const pyramid = new THREE.Mesh(new THREE.ConeBufferGeometry(0.5, 1, 4), materials);
  pyramid.position.set(0, 0, -1);
  scene.add(pyramid);
  
  // 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);
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    // 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)
    }
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  }
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  session.requestAnimationFrame(onXRFrame);
  
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}
</script>
</body>
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