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xr experiement
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dethstrobe committed Jun 8, 2024
1 parent 6c92f71 commit 7b255c3
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Showing 4 changed files with 112 additions and 2 deletions.
2 changes: 1 addition & 1 deletion next.config.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ const withPWA = nextPWA({
})

const defineNextConfig = {
output: "export",
// output: "export",
reactStrictMode: true,
images: {
domains: [
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9 changes: 9 additions & 0 deletions pages/api/xr.ts
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@@ -0,0 +1,9 @@
import type { NextApiRequest, NextApiResponse } from "next"
import { html } from "@/xr/index"

export default function handler(
req: NextApiRequest,
res: NextApiResponse<string>,
) {
res.status(200).send(html)
}
3 changes: 2 additions & 1 deletion tsconfig.json
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Expand Up @@ -21,7 +21,8 @@
"@/test/*": ["test/*"],
"@/hooks/*": ["hooks/*"],
"@/data/*": ["data/*"],
"@/types/*": ["types/*"]
"@/types/*": ["types/*"],
"@/xr/*": ["xr/*"]
},
"incremental": true
},
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100 changes: 100 additions & 0 deletions xr/index.ts
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export const html = `<!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>Hello WebXR!</title>
<!-- three.js -->
<script src="https://unpkg.com/[email protected]/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 Hello WebXR</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 })
// To be continued in upcoming steps.
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,
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>
`

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