Commit ab3dd384 authored by Acosta Vega's avatar Acosta Vega
Browse files

Update index.html

parent a0f1ad95
Pipeline #9664 passed with stage
in 6 seconds
<!doctype html> <!DOCTYPE html>
<html> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" <meta name="viewport" content="width=device-width, initial-scale=1.0">
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> <title>Pyramid Demo</title>
<title>Cube Demo</title> <script src="https://cdn.jsdelivr.net/npm/three@0.132.2/build/three.min.js"></script>
<!-- three.js -->
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
</head> </head>
<body> <body>
<button onclick="activateXR()">Start Pyramid Demo</button>
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button onclick="activateXR()">Start Cube Demo</button>
<script> <script>
async function activateXR() { async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas"); const canvas = document.createElement("canvas");
document.body.appendChild(canvas); document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", {xrCompatible: true}); const gl = canvas.getContext("webgl", {xrCompatible: true});
const scene = new THREE.Scene(); const scene = new THREE.Scene();
// 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: 0x00ffff}), const pyramidGeometry = new THREE.ConeBufferGeometry(0.5, 1, 4, 1);
new THREE.MeshBasicMaterial({color: 0xffff00}) const pyramid = new THREE.Mesh(pyramidGeometry, materials);
]; pyramid.position.set(0, 0, -1);
scene.add(pyramid);
// 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 renderer = new THREE.WebGLRenderer({
cube.position.set(0, 0, -1); alpha: true,
scene.add(cube); preserveDrawingBuffer: true,
canvas: canvas,
// Set up the WebGLRenderer, which handles rendering to the session's base layer. context: gl
const renderer = new THREE.WebGLRenderer({ });
alpha: true, renderer.autoClear = false;
preserveDrawingBuffer: true,
canvas: canvas, const camera = new THREE.PerspectiveCamera();
context: gl camera.matrixAutoUpdate = false;
});
renderer.autoClear = false; const session = await navigator.xr.requestSession("immersive-ar");
session.updateRenderState({
// The API directly updates the camera matrices. baseLayer: new XRWebGLLayer(session, gl)
// Disable matrix auto updates so three.js doesn't attempt });
// to handle the matrices independently.
const camera = new THREE.PerspectiveCamera(); const referenceSpace = await session.requestReferenceSpace('local');
camera.matrixAutoUpdate = false;
const onXRFrame = (time, frame) => {
// Initialize a WebXR session using "immersive-ar". session.requestAnimationFrame(onXRFrame);
const session = await navigator.xr.requestSession("immersive-ar");
session.updateRenderState({ gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
baseLayer: new XRWebGLLayer(session, gl)
}); const pose = frame.getViewerPose(referenceSpace);
if (pose) {
// A 'local' reference space has a native origin that is located const view = pose.views[0];
// near the viewer's position at the time the session was created.
const referenceSpace = await session.requestReferenceSpace('local'); const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height);
// Create a render loop that allows us to draw on the AR view.
const onXRFrame = (time, frame) => { camera.matrix.fromArray(view.transform.matrix);
// Queue up the next draw request. camera.projectionMatrix.fromArray(view.projectionMatrix);
session.requestAnimationFrame(onXRFrame); camera.updateMatrixWorld(true);
// Bind the graphics framebuffer to the baseLayer's framebuffer renderer.render(scene, camera);
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);
session.requestAnimationFrame(onXRFrame);
} }
</script> </script>
</body> </body>
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