webxr_vr_multiview.html 5.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js vr - multiview</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #101010;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. a {
  16. color: #48f;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <script type="module">
  22. import * as THREE from '../build/three.module.js';
  23. import { BoxLineGeometry } from './jsm/geometries/BoxLineGeometry.js';
  24. import { VRButton } from './jsm/webxr/VRButton.js';
  25. import Stats from './jsm/libs/stats.module.js';
  26. var container;
  27. var camera, scene, renderer;
  28. var room;
  29. var stats;
  30. var radius = 0.02;
  31. var clock = new THREE.Clock();
  32. init();
  33. animate();
  34. function init() {
  35. container = document.createElement( 'div' );
  36. document.body.appendChild( container );
  37. //
  38. var canvas = document.createElement( 'canvas' );
  39. // Currently OVR_multiview2 is supported just on WebGL2 non-multisampled contexts
  40. // so we must create the context manually ensuring `antialias` is set to false
  41. //
  42. // There is an ongoing discussion on how to add multisampled multiview support
  43. // on the Khronos Group's WebGL repo: https://github.com/KhronosGroup/WebGL/issues/2912
  44. // as soon as that will get solved we will update the code so it will be
  45. // transparent for the user and you could use this extension with or without multisampled
  46. // contexts
  47. var context = canvas.getContext( 'webgl2', { antialias: false, xrCompatible: true } );
  48. renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
  49. renderer.setPixelRatio( window.devicePixelRatio );
  50. renderer.setSize( window.innerWidth, window.innerHeight );
  51. renderer.xr.enabled = true;
  52. container.appendChild( renderer.domElement );
  53. var info = document.createElement( 'div' );
  54. info.style.position = 'absolute';
  55. info.style.top = '10px';
  56. info.style.width = '100%';
  57. info.style.textAlign = 'center';
  58. info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> vr - multiview<br/>';
  59. info.innerHTML += renderer.extensions.get( 'OVR_multiview2' ) ? `<span style="color: #33ff33"><b>OVR_multiview2</b> is supported in your browser</span>` :
  60. `<span style="color: #ff3333"><b>OVR_multiview2</b> is not supported or enabled in your browser</span>`;
  61. container.appendChild( info );
  62. scene = new THREE.Scene();
  63. scene.background = new THREE.Color( 0x505050 );
  64. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  65. camera.position.set( 0, 1.6, 3 );
  66. room = new THREE.LineSegments(
  67. new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  68. new THREE.LineBasicMaterial( { color: renderer.extensions.get( 'OVR_multiview2' ) ? 0x99ff99 : 0xff3333 } )
  69. );
  70. room.geometry.translate( 0, 3, 0 );
  71. scene.add( room );
  72. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  73. light.position.set( 1, 1, 1 );
  74. scene.add( light );
  75. var geometry = new THREE.IcosahedronBufferGeometry( radius );
  76. for ( var i = 0; i < 2000; i ++ ) {
  77. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  78. object.position.x = Math.random() * 4 - 2;
  79. object.position.y = Math.random() * 4;
  80. object.position.z = Math.random() * 4 - 2;
  81. object.userData.velocity = new THREE.Vector3();
  82. object.userData.velocity.x = 2 * Math.random() - 1;
  83. object.userData.velocity.y = 2 * Math.random() - 1;
  84. object.userData.velocity.z = 2 * Math.random() - 1;
  85. room.add( object );
  86. }
  87. //
  88. document.body.appendChild( VRButton.createButton( renderer ) );
  89. //
  90. stats = new Stats();
  91. container.appendChild( stats.dom );
  92. window.addEventListener( 'resize', onWindowResize, false );
  93. }
  94. function onWindowResize() {
  95. camera.aspect = window.innerWidth / window.innerHeight;
  96. camera.updateProjectionMatrix();
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. }
  99. //
  100. function animate() {
  101. renderer.setAnimationLoop( render );
  102. }
  103. function render() {
  104. //
  105. stats.update();
  106. var delta = clock.getDelta();
  107. var range = 3 - radius;
  108. for ( var i = 0; i < room.children.length; i ++ ) {
  109. var object = room.children[ i ];
  110. object.position.x += object.userData.velocity.x * delta;
  111. object.position.y += object.userData.velocity.y * delta;
  112. object.position.z += object.userData.velocity.z * delta;
  113. // keep objects inside room
  114. if ( object.position.x < - range || object.position.x > range ) {
  115. object.position.x = THREE.MathUtils.clamp( object.position.x, - range, range );
  116. object.userData.velocity.x = - object.userData.velocity.x;
  117. }
  118. if ( object.position.y < radius || object.position.y > 6 ) {
  119. object.position.y = Math.max( object.position.y, radius );
  120. object.userData.velocity.y = - object.userData.velocity.y;
  121. }
  122. if ( object.position.z < - range || object.position.z > range ) {
  123. object.position.z = THREE.MathUtils.clamp( object.position.z, - range, range );
  124. object.userData.velocity.z = - object.userData.velocity.z;
  125. }
  126. }
  127. renderer.render( scene, camera );
  128. }
  129. </script>
  130. </body>
  131. </html>