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); // 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);