1-Cube.html 3.29 KiB
<!doctype html>
<html>
<head>
  <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">
  <title>Cube Demo</title>
  <!-- three.js -->
  <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
    We start this one with a simple button. -->
<button onclick="activateXR()">Start Cube Demo</button>
<script>
async function activateXR() {
  // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
  const canvas = document.createElement("canvas");
  document.body.appendChild(canvas);
  const gl = canvas.getContext("webgl", {xrCompatible: true});
  const scene = new THREE.Scene();
// The cube will have a different color on each side.
const materials = [
  new THREE.MeshNormalMaterial({color: 0x000000}),
  new THREE.MeshBasicMaterial({color: 0x744700}),
  new THREE.MeshPhongMaterial({color: 0x744700}),
  new THREE.MeshLambertMaterial({color: 0x000000}),
  new THREE.MeshBasicMaterial({color: 0xffffff}),
  new THREE.MeshNormalMaterial({color: 0xffffff})
// 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> </body> </html>