Commit 998444fe authored by Thapa's avatar Thapa
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<!doctype html> <!DOCTYPE html>
<html> <html>
<head> <head>
<title>Simple WebXR Demo</title>
<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"> <style>
<title>Cube Demo</title> /* Style for the buttons */
button {
<!-- three.js --> background-color: blue;
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script> color: white;
</head> font-size: 24px;
<body> padding: 12px 24px;
border: none;
<!-- Starting an immersive WebXR session requires user interaction. border-radius: 4px;
We start this one with a simple button. --> margin: 20px;
<button onclick="activateXR()">Start Cube Demo</button> cursor: pointer;
<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});
// To be continued in upcoming steps.
}
//STEP 2
const scene = new THREE.Scene();
// The cube 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 cube and add it to the demo scene.
const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials);
cube.position.set(1, 1, 1);
scene.add(cube);
//STEP 3
// 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;
//step 4
// 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');
//step5
// 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);
//step6 /* Style for the logo */
</script> #logo {
</body> float: right;
</html> margin-right: 20px;
<!doctype html> margin-top: 20px;
<html> width: 100px;
<head> height: 100px;
<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>sphere 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 sphere 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.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 sphere and add it to the demo scene.
const sphere = new THREE.Mesh(new THREE.SphereGeometry(0.2, 0.2, 0.2), materials);
sphere.position.set(1, 1, 1);
scene.add(sphere);
// 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. /* Style for the footer */
renderer.render(scene, camera) footer {
text-align: center;
margin-top: 50px;
} }
}
session.requestAnimationFrame(onXRFrame);
} /* Style for the email link */
</script> footer a {
</body> color: blue;
text-decoration: none;
}
</style>
</head>
<body>
<h1>Welcome to this simple WebXR demo!</h1>
<p>Click on one of the buttons below to check the two demos:</p>
<img src="https://www.hft-stuttgart.de/typo3conf/ext/hft_sitepackage/Resources/Public/img/HFT_logo.svg" alt="HfT Stuttgart" id="logo">
<button onclick="location.href='1-Cube.html'">Cube demo</button>
<button onclick="location.href='2-Hit.html'">Tap to Place Demo</button>
<p> You can follow this <a href="https://transfer.hft-stuttgart.de/gitlab/coors/visualization/-/wikis/Create-a-simple-web-AR-application">tutorial</a> to create a similar WebXR app.</p>
<footer>&copy; 2023 HfT Stuttgart. Contact <a href="mailto:muhammad.alfakhori@hft-stuttgart.de">Muhammad Alfakhori</a>.</footer>
</body>
</html> </html>
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