408 lines
12 KiB
HTML
408 lines
12 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Web VR boilerplate</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0, shrink-to-fit=no">
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<meta name="mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-capable" content="yes" />
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
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<style>
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body {
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width: 100%;
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height: 100%;
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background-color: #000;
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color: #fff;
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margin: 0px;
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padding: 0;
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overflow: hidden;
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}
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/* Position the button on the bottom of the page. */
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#ui {
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position: absolute;
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bottom: 10px;
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left: 50%;
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transform: translate(-50%, -50%);
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text-align: center;
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font-family: 'Karla', sans-serif;
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z-index: 1;
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}
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a#magic-window {
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display: block;
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color: white;
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margin-top: 1em;
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}
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</style>
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</head>
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<body>
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<div id="ui">
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<div id="vr-button"></div>
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<a id="magic-window" href="#">Try it without a headset</a>
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</div>
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</body>
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<script>
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/*
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* Debug parameters.
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*/
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WebVRConfig = {
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/**
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* webvr-polyfill configuration
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*/
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// Forces availability of VR mode.
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//FORCE_ENABLE_VR: true, // Default: false.
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// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
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//K_FILTER: 0.98, // Default: 0.98.
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// How far into the future to predict during fast motion.
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//PREDICTION_TIME_S: 0.040, // Default: 0.040 (in seconds).
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// Flag to disable touch panner. In case you have your own touch controls
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//TOUCH_PANNER_DISABLED: true, // Default: false.
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// Enable yaw panning only, disabling roll and pitch. This can be useful for
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// panoramas with nothing interesting above or below.
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//YAW_ONLY: true, // Default: false.
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// Enable the deprecated version of the API (navigator.getVRDevices).
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//ENABLE_DEPRECATED_API: true, // Default: false.
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// Scales the recommended buffer size reported by WebVR, which can improve
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// performance. Making this very small can lower the effective resolution of
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// your scene.
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BUFFER_SCALE: 0.5, // default: 1.0
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// Allow VRDisplay.submitFrame to change gl bindings, which is more
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// efficient if the application code will re-bind it's resources on the
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// next frame anyway.
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// Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM,
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// gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING,
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// and gl.TEXTURE_BINDING_2D for texture unit 0
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// Warning: enabling this might lead to rendering issues.
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//DIRTY_SUBMIT_FRAME_BINDINGS: true // default: false
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};
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</script>
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<!--
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A polyfill for Promises. Needed for IE and Edge.
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-->
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<script src="node_modules/es6-promise/dist/es6-promise.min.js"></script>
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<!--
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three.js 3d library
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-->
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<script src="node_modules/three/build/three.min.js"></script>
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<!--
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VRControls.js acquires positional information from connected VR devices and applies the transformations to a three.js camera object.
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-->
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<script src="node_modules/three/examples/js/controls/VRControls.js"></script>
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<!--
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VREffect.js handles stereo camera setup and rendering.
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-->
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<script src="node_modules/three/examples/js/effects/VREffect.js"></script>
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<!--
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A polyfill for WebVR using the Device{Motion,Orientation}Event API.
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-->
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<script src="node_modules/webvr-polyfill/build/webvr-polyfill.min.js"></script>
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<!--
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A set of UI controls for entering VR mode.
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-->
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<script src="node_modules/webvr-ui/build/webvr-ui.min.js"></script>
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<script>
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// Last time the scene was rendered.
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var lastRenderTime = 0;
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// Currently active VRDisplay.
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var vrDisplay;
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// How big of a sphere to render.
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var boxSize = 10;
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// Various global THREE.Objects.
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var scene;
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var cube;
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var controls;
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var effect;
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var camera;
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// EnterVRButton for rendering enter/exit UI.
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var vrButton;
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function loadFont(afterFont) {
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var loader = new THREE.FontLoader();
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loader.load('fonts/helvetiker_regular.typeface.json', function(response) {
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font = response;
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if (afterFont) {
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afterFont();
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}
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});
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}
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function degreesToRadians(degrees) {
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return degrees * (Math.PI/180.0);
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}
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function onLoad() {
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// Setup three.js WebGL renderer. Note: Antialiasing is a big performance hit.
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// Only enable it if you actually need to.
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var renderer = new THREE.WebGLRenderer({
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antialias: true
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});
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renderer.setPixelRatio(window.devicePixelRatio);
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// Append the canvas element created by the renderer to document body element.
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document.body.appendChild(renderer.domElement);
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// Create a three.js scene.
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scene = new THREE.Scene();
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// Create a three.js camera.
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var aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
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controls = new THREE.VRControls(camera);
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controls.standing = true;
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camera.position.y = controls.userHeight;
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// Apply VR stereo rendering to renderer.
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effect = new THREE.VREffect(renderer);
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effect.setSize(window.innerWidth, window.innerHeight);
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// Add a repeating grid as a skybox.
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var loader = new THREE.TextureLoader();
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loader.load('img/livada.jpg', onTextureLoaded);
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// Create 3D objects.
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var geometry = new THREE.SphereGeometry(0.5, 0.5, 0.5);
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var material = new THREE.MeshNormalMaterial();
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cube = new THREE.Mesh(geometry, material);
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// Position cube mesh to be right in front of you.
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cube.position.set(0, controls.userHeight, -1);
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// Add cube mesh to your three.js scene
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//scene.add(cube);
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window.addEventListener('resize', onResize, true);
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window.addEventListener('vrdisplaypresentchange', onResize, true);
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// Initialize the WebVR UI.
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var uiOptions = {
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color: 'black',
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background: 'white',
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corners: 'square'
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};
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vrButton = new webvrui.EnterVRButton(renderer.domElement, uiOptions);
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vrButton.on('exit', function() {
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camera.quaternion.set(0, 0, 0, 1);
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camera.position.set(0, controls.userHeight, 0);
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});
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vrButton.on('hide', function() {
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document.getElementById('ui').style.display = 'none';
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});
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vrButton.on('show', function() {
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document.getElementById('ui').style.display = 'inherit';
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});
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document.getElementById('vr-button').appendChild(vrButton.domElement);
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document.getElementById('magic-window').addEventListener('click', function() {
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vrButton.requestEnterFullscreen();
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});
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var light = new THREE.PointLight(0xffffff, 1, 300);
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light.position.set(0, 4.9, 0);
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scene.add(light);
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loadFont(function() {
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displayText("Web VR", {
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color: 0xffaa00,
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size: 0.5,
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height: 0.01,
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specular: 0xaaaaaa
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}, {
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x: -1.2,
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y: controls.userHeight + 0.5,
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z: -2
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});
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displayText("By Senad Uka", {
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color: 0x00ff00,
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size: 0.3,
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height: 0.01,
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specular: 0xaaaaaa
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}, {
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x: 2,
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y: controls.userHeight + 2,
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z: -2
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}, {
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x: 0.1,
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y: degreesToRadians(-35),
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z: 0
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});
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displayText("JS Meetup Sarajevo", {
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color: 0xaaff12,
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size: 0.3,
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height: 0.02,
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specular: 0x11aaaa
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}, {
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x: 2,
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y: controls.userHeight - 1,
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z: -2
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}, {
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x: degreesToRadians(-40),
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y: degreesToRadians(0),
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z: 0
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});
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});
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}
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function onTextureLoaded(texture) {
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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//texture.repeat.set(boxSize, boxSize);
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var geometry = new THREE.SphereGeometry(boxSize, boxSize, boxSize);
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var material = new THREE.MeshBasicMaterial({
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map: texture,
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/* color: 0x01BE00,
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side: THREE.BackSide */
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});
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// Align the skybox to the floor (which is at y=0).
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skybox = new THREE.Mesh(geometry, material);
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skybox.position.y = boxSize / 3;
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skybox.scale.x = -1;
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scene.add(skybox);
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// For high end VR devices like Vive and Oculus, take into account the stage
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// parameters provided.
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setupStage();
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}
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// Request animation frame loop function
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function animate(timestamp) {
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var delta = Math.min(timestamp - lastRenderTime, 500);
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lastRenderTime = timestamp;
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// Apply rotation to cube mesh
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cube.rotation.y += delta * 0.0006;
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// Only update controls if we're presenting.
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if (vrButton.isPresenting()) {
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controls.update();
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}
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// Render the scene.
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effect.render(scene, camera);
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vrDisplay.requestAnimationFrame(animate);
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}
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function onResize(e) {
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effect.setSize(window.innerWidth, window.innerHeight);
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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}
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// Get the HMD, and if we're dealing with something that specifies
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// stageParameters, rearrange the scene.
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function setupStage() {
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navigator.getVRDisplays().then(function(displays) {
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if (displays.length > 0) {
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vrDisplay = displays[0];
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if (vrDisplay.stageParameters) {
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setStageDimensions(vrDisplay.stageParameters);
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}
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vrDisplay.requestAnimationFrame(animate);
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}
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});
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}
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function setStageDimensions(stage) {
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// Make the skybox fit the stage.
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var material = skybox.material;
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scene.remove(skybox);
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// Size the skybox according to the size of the actual stage.
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var geometry = new THREE.BoxGeometry(stage.sizeX, boxSize, stage.sizeZ);
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skybox = new THREE.Mesh(geometry, material);
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// Place it on the floor.
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skybox.position.y = boxSize / 2;
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//scene.add(skybox);
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// Place the cube in the middle of the scene, at user height.
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cube.position.set(0, controls.userHeight, 0);
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}
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function rotateAroundObjectAxis(object, axis, radians) {
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rotObjectMatrix = new THREE.Matrix4();
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rotObjectMatrix.makeRotationAxis(axis.normalize(), radians);
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// new code for Three.js r59+:
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object.rotation.setFromRotationMatrix(object.matrix);
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}
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var currentCityTextMesh;
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function displayText(text,
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format = {
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color: 0xffaa00,
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specular: 0xaaaaaa,
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size: 0.5,
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height: 0.01,
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},
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position = {
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y: controls.userHeight,
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x: 0,
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z: -1
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}, rotation = {
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x: 0,
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y: 0,
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z: 0
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}) {
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currentCityText = new THREE.TextGeometry(text, {
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size: format.size,
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height: format.height,
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font: font,
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curveSegments: 12,
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bevelThickness: 0.01,
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bevelSize: 0.01,
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bevelEnabled: false
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});
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currentCityTextMesh = new THREE.Mesh(currentCityText, new THREE.MeshPhongMaterial({
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color: format.color,
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specular: format.specular
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}));
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currentCityTextMesh.position.y = position.y;
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currentCityTextMesh.position.z = position.z;
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currentCityTextMesh.position.x = position.x;
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currentCityTextMesh.rotateX(rotation.x);
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currentCityTextMesh.rotateY(rotation.y);
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currentCityTextMesh.rotateZ(rotation.z);
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scene.add(currentCityTextMesh);
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}
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window.addEventListener('load', onLoad);
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</script>
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</html>
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