diff --git a/public/1-Cube.html b/public/1-Cube.html index b901b365110fd6c1344db5e90c3cb6abd1ffbc6e..31107e4bad266a70fb4a514ebc31995723eda19e 100644 --- a/public/1-Cube.html +++ b/public/1-Cube.html @@ -4,7 +4,7 @@ <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> + <title>Earth Globe Demo</title> <!-- three.js --> <script src="https://unpkg.com/three@0.126.0/build/three.js"></script> @@ -13,7 +13,7 @@ <!-- Starting an immersive WebXR session requires user interaction. We start this one with a simple button. --> -<button onclick="activateXR()">Start Cube Demo</button> +<button onclick="activateXR()">Start Earth Globe Demo</button> <script> async function activateXR() { // Add a canvas element and initialize a WebGL context that is compatible with WebXR. @@ -23,7 +23,7 @@ async function activateXR() { const scene = new THREE.Scene(); -// Load the texture for the Earth globe. + // Load the texture for the Earth globe. const textureLoader = new THREE.TextureLoader(); const texture = textureLoader.load('earth_texture.jpg'); @@ -44,44 +44,44 @@ async function activateXR() { }); 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); + // 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)