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magicwindow.html
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magicwindow.html
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<!--
/*
* Copyright 2017 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
-->
<!DOCTYPE html>
<html lang="en">
<head>
<title>Cardboard VRDisplay Magic Window Demo</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>
html, body {
width: 100%;
height: 100%;
background-color: #fff;
color: #fff;
margin: 0px;
padding: 0;
overflow: hidden;
}
#container {
width: 400px;
height: 225px;
margin: 100px auto;
}
canvas {
width: 100%;
height: 100%;
}
#buttons {
position: fixed;
top: 0;
right: 0;
z-index: 1;
background: white;
}
</style>
</head>
<body>
<div id="buttons">
<button id="fullscreen">Fullscreen</button>
<button id="vr">VR (WebVR/Mobile only)</button>
<button id="reset">Reset</button>
</div>
<div id="container"><canvas></canvas></div>
</body>
<script>
document.addEventListener('touchmove', function(e) {
e.preventDefault();
});
</script>
<!-- three.js library -->
<script src="../third_party/three.js/three.js"></script>
<!-- VRControls.js applies the WebVR transformations to a three.js camera object. -->
<script src="../third_party/three.js/VRControls.js"></script>
<!-- VREffect.js handles stereo camera setup and rendering. -->
<script src="../third_party/three.js/VREffect.js"></script>
<script src="../dist/cardboard-vr-display.js"></script>
<script>
// Get config from URL
var config = (function() {
var config = {};
var q = window.location.search.substring(1);
if (q === '') {
return config;
}
var params = q.split('&');
var param, name, value;
for (var i = 0; i < params.length; i++) {
param = params[i].split('=');
name = param[0];
value = param[1];
// All config values are either boolean or float
config[name] = value === 'true' ? true :
value === 'false' ? false :
parseFloat(value);
}
return config;
})();
// Mock VRFrameData for VRControls
function VRFrameData () {
this.leftViewMatrix = new Float32Array(16);
this.rightViewMatrix = new Float32Array(16);
this.leftProjectionMatrix = new Float32Array(16);
this.rightProjectionMatrix = new Float32Array(16);
this.pose = null;
};
console.log('creating CardboardVRDisplay with options', config);
var vrDisplay = new CardboardVRDisplay(config);
navigator.getVRDisplays = function () {
return new Promise(function (resolve) {
resolve([vrDisplay]);
});
};
var WIDTH = 400;
var HEIGHT = 225;
var canvas = document.querySelector('canvas');
// 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: false, canvas: canvas});
renderer.setPixelRatio(Math.floor(window.devicePixelRatio));
// Create a three.js scene.
var scene = new THREE.Scene();
// Create a three.js camera.
var camera = new THREE.PerspectiveCamera(75, WIDTH / HEIGHT, 0.1, 10000);
// Apply VR headset positional data to camera.
var controls = new THREE.VRControls(camera);
// Apply VR stereo rendering to renderer.
var effect = new THREE.VREffect(renderer);
effect.setSize(WIDTH, HEIGHT);
// Add a repeating grid as a skybox.
var boxWidth = 5;
var loader = new THREE.TextureLoader();
loader.load('img/box.png', onTextureLoaded);
// Kick off the render loop.
vrDisplay.requestAnimationFrame(animate);
function onTextureLoaded(texture) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(boxWidth, boxWidth);
var geometry = new THREE.BoxGeometry(boxWidth, boxWidth, boxWidth);
var material = new THREE.MeshBasicMaterial({
map: texture,
color: 0x01BE00,
side: THREE.BackSide
});
var skybox = new THREE.Mesh(geometry, material);
scene.add(skybox);
}
// Create 3D objects.
var geometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
var material = new THREE.MeshNormalMaterial();
var cube = new THREE.Mesh(geometry, material);
// Position cube mesh
cube.position.z = -1;
// Add cube mesh to your three.js scene
scene.add(cube);
// Request animation frame loop function
var lastRender = 0;
function animate(timestamp) {
var delta = Math.min(timestamp - lastRender, 500);
lastRender = timestamp;
// Apply rotation to cube mesh
cube.rotation.y += delta * 0.0006;
// Update VR headset position and apply to camera.
controls.update();
// Render the scene.
effect.render(scene, camera);
// Keep looping.
vrDisplay.requestAnimationFrame(animate);
}
function onResize() {
effect.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function onVRDisplayPresentChange() {
console.log('onVRDisplayPresentChange');
onResize();
}
// Resize the WebGL canvas when we resize and also when we change modes.
window.addEventListener('resize', onResize);
window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange);
// Button click handlers.
document.querySelector('button#fullscreen').addEventListener('click', function() {
enterFullscreen(canvas);
});
document.querySelector('button#vr').addEventListener('click', function() {
vrDisplay.requestPresent([{source: canvas }]);
});
document.querySelector('button#reset').addEventListener('click', function() {
vrDisplay.resetPose();
});
function enterFullscreen (el) {
if (el.requestFullscreen) {
el.requestFullscreen();
} else if (el.mozRequestFullScreen) {
el.mozRequestFullScreen();
} else if (el.webkitRequestFullscreen) {
el.webkitRequestFullscreen();
} else if (el.msRequestFullscreen) {
el.msRequestFullscreen();
}
}
</script>
</html>