diff --git a/public/1-Cube.html b/public/1-Cube.html index 31107e4bad266a70fb4a514ebc31995723eda19e..959609781bef74af70c4a936f7c0613cdd0cf916 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>Earth Globe Demo</title> + <title>Cube 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 Earth Globe Demo</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. @@ -23,65 +23,68 @@ async function activateXR() { const scene = new THREE.Scene(); - // Load the texture for the Earth globe. - const textureLoader = new THREE.TextureLoader(); - const texture = textureLoader.load('earth_texture.jpg'); - - // Create the Earth sphere and add it to the demo scene. - const sphere = new THREE.Mesh( - new THREE.SphereBufferGeometry(0.5, 64, 64), // Adjust the radius as needed. - new THREE.MeshBasicMaterial({ map: texture }) // Apply the Earth texture to the sphere. - ); - sphere.position.set(0, 0, -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); +// The cube will have a different color on each side. +const materials = [ + new THREE.MeshBasicMaterial({color: 0x744700}), + new THREE.MeshBasicMaterial({color: 0x000000}), + new THREE.MeshBasicMaterial({color: 0x000000}), + new THREE.MeshBasicMaterial({color: 0x000000}), + new THREE.MeshBasicMaterial({color: 0x000000}), + new THREE.MeshBasicMaterial({color: 0x000000}) +]; + +// 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)