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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Web VR boilerplate</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0, shrink-to-fit=no">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<style>
body {
width: 100%;
height: 100%;
background-color: #000;
color: #fff;
margin: 0px;
padding: 0;
overflow: hidden;
}
/* Position the button on the bottom of the page. */
#ui {
position: absolute;
bottom: 10px;
left: 50%;
transform: translate(-50%, -50%);
text-align: center;
font-family: 'Karla', sans-serif;
z-index: 1;
}
a#magic-window {
display: block;
color: white;
margin-top: 1em;
}
</style>
</head>
<body>
<div id="ui">
<div id="vr-button"></div>
<a id="magic-window" href="#">Try it without a headset</a>
</div>
</body>
<script>
/*
* Debug parameters.
*/
WebVRConfig = {
/**
* webvr-polyfill configuration
*/
// Forces availability of VR mode.
//FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0.040, // Default: 0.040 (in seconds).
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful for
// panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
// Enable the deprecated version of the API (navigator.getVRDevices).
//ENABLE_DEPRECATED_API: true, // Default: false.
// Scales the recommended buffer size reported by WebVR, which can improve
// performance. Making this very small can lower the effective resolution of
// your scene.
BUFFER_SCALE: 0.5, // default: 1.0
// Allow VRDisplay.submitFrame to change gl bindings, which is more
// efficient if the application code will re-bind it's resources on the
// next frame anyway.
// Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM,
// gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING,
// and gl.TEXTURE_BINDING_2D for texture unit 0
// Warning: enabling this might lead to rendering issues.
//DIRTY_SUBMIT_FRAME_BINDINGS: true // default: false
};
</script>
<!--
A polyfill for Promises. Needed for IE and Edge.
-->
<script src="node_modules/es6-promise/dist/es6-promise.min.js"></script>
<!--
three.js 3d library
-->
<script src="node_modules/three/build/three.min.js"></script>
<!--
VRControls.js acquires positional information from connected VR devices and applies the transformations to a three.js camera object.
-->
<script src="node_modules/three/examples/js/controls/VRControls.js"></script>
<!--
VREffect.js handles stereo camera setup and rendering.
-->
<script src="node_modules/three/examples/js/effects/VREffect.js"></script>
<!--
A polyfill for WebVR using the Device{Motion,Orientation}Event API.
-->
<script src="node_modules/webvr-polyfill/build/webvr-polyfill.min.js"></script>
<!--
A set of UI controls for entering VR mode.
-->
<script src="node_modules/webvr-ui/build/webvr-ui.min.js"></script>
<script>
// Last time the scene was rendered.
var lastRenderTime = 0;
// Currently active VRDisplay.
var vrDisplay;
// How big of a box to render.
var boxSize = 5;
// Various global THREE.Objects.
var scene;
var cube;
var controls;
var effect;
var camera;
// EnterVRButton for rendering enter/exit UI.
var vrButton;
function onLoad() {
// Setup three.js WebGL renderer. Note: Antialiasing is a big performance hit.
// Only enable it if you actually need to.
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
// Append the canvas element created by the renderer to document body element.
document.body.appendChild(renderer.domElement);
// Create a three.js scene.
scene = new THREE.Scene();
// Create a three.js camera.
var aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
controls = new THREE.VRControls(camera);
controls.standing = true;
camera.position.y = controls.userHeight;
// Apply VR stereo rendering to renderer.
effect = new THREE.VREffect(renderer);
effect.setSize(window.innerWidth, window.innerHeight);
// Add a repeating grid as a skybox.
var loader = new THREE.TextureLoader();
loader.load('img/box.png', onTextureLoaded);
// Create 3D objects.
var geometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
var material = new THREE.MeshNormalMaterial();
cube = new THREE.Mesh(geometry, material);
// Position cube mesh to be right in front of you.
cube.position.set(0, controls.userHeight, -1);
// Add cube mesh to your three.js scene
scene.add(cube);
window.addEventListener('resize', onResize, true);
window.addEventListener('vrdisplaypresentchange', onResize, true);
// Initialize the WebVR UI.
var uiOptions = {
color: 'black',
background: 'white',
corners: 'square'
};
vrButton = new webvrui.EnterVRButton(renderer.domElement, uiOptions);
vrButton.on('exit', function() {
camera.quaternion.set(0, 0, 0, 1);
camera.position.set(0, controls.userHeight, 0);
});
vrButton.on('hide', function() {
document.getElementById('ui').style.display = 'none';
});
vrButton.on('show', function() {
document.getElementById('ui').style.display = 'inherit';
});
document.getElementById('vr-button').appendChild(vrButton.domElement);
document.getElementById('magic-window').addEventListener('click', function() {
vrButton.requestEnterFullscreen();
});
}
function onTextureLoaded(texture) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(boxSize, boxSize);
var geometry = new THREE.BoxGeometry(boxSize, boxSize, boxSize);
var material = new THREE.MeshBasicMaterial({
map: texture,
color: 0x01BE00,
side: THREE.BackSide
});
// Align the skybox to the floor (which is at y=0).
skybox = new THREE.Mesh(geometry, material);
skybox.position.y = boxSize/2;
scene.add(skybox);
// For high end VR devices like Vive and Oculus, take into account the stage
// parameters provided.
setupStage();
}
// Request animation frame loop function
function animate(timestamp) {
var delta = Math.min(timestamp - lastRenderTime, 500);
lastRenderTime = timestamp;
// Apply rotation to cube mesh
cube.rotation.y += delta * 0.0006;
// Only update controls if we're presenting.
if (vrButton.isPresenting()) {
controls.update();
}
// Render the scene.
effect.render(scene, camera);
vrDisplay.requestAnimationFrame(animate);
}
function onResize(e) {
effect.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
// Get the HMD, and if we're dealing with something that specifies
// stageParameters, rearrange the scene.
function setupStage() {
navigator.getVRDisplays().then(function(displays) {
if (displays.length > 0) {
vrDisplay = displays[0];
if (vrDisplay.stageParameters) {
setStageDimensions(vrDisplay.stageParameters);
}
vrDisplay.requestAnimationFrame(animate);
}
});
}
function setStageDimensions(stage) {
// Make the skybox fit the stage.
var material = skybox.material;
scene.remove(skybox);
// Size the skybox according to the size of the actual stage.
var geometry = new THREE.BoxGeometry(stage.sizeX, boxSize, stage.sizeZ);
skybox = new THREE.Mesh(geometry, material);
// Place it on the floor.
skybox.position.y = boxSize/2;
scene.add(skybox);
// Place the cube in the middle of the scene, at user height.
cube.position.set(0, controls.userHeight, 0);
}
window.addEventListener('load', onLoad);
</script>
</html>