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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;
}
</style>
</head>
<body>
</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.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.js"></script>
<!--
Helps enter and exit VR mode, provides best practices while in VR.
-->
<script src="build/webvr-manager.js"></script>
<script>
// 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.
var scene = new THREE.Scene();
// Create a three.js camera.
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
var controls = new THREE.VRControls(camera);
controls.standing = true;
controls.standing = true;
// Apply VR stereo rendering to renderer.
var effect = new THREE.VREffect(renderer);
effect.setSize(window.innerWidth, window.innerHeight);
var loader = new THREE.TextureLoader();
// img source: http://www.sphericalvisions.com/brighton/queens_park/QueensPark.m.jpg
loader.load("img/QueensPark.m.jpg", loadPark);
function loadPark(texture)
{
//create a sphere — we’ll use the inner surface to project our park image on to it
var geometry = new THREE.SphereGeometry(50, 200, 200);
// create the material, using a texture of park
var material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.BackSide
});
// create the mesh based on geometry and material
var mesh = new THREE.Mesh(geometry, material);
var skybox = new THREE.Mesh(geometry, material);
scene.add(skybox);
setupStage();
}
// Create a VR manager helper to enter and exit VR mode.
var params = {
hideButton: false, // Default: false.
isUndistorted: false // Default: false.
};
var manager = new WebVRManager(renderer, effect, params);
window.addEventListener('resize', onResize, true);
window.addEventListener('vrdisplaypresentchange', onResize, true);
// Request animation frame loop function
var lastRender = 0;
function animate(timestamp) {
var delta = Math.min(timestamp - lastRender, 500);
lastRender = timestamp;
controls.update();
// Render the scene through the manager.
manager.render(scene, camera, timestamp);
effect.render(scene, camera);
vrDisplay.requestAnimationFrame(animate);
}
function onResize(e) {
effect.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
var vrDisplay;
// 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);
}
</script>
</html>