webxr_ar_lighting.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js ar - lighting estimation</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> ar - Lighting Estimation<br/>
  12. (Chrome Android 90+)
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import { RGBELoader } from './jsm/loaders/RGBELoader.js';
  17. import { ARButton } from './jsm/webxr/ARButton.js';
  18. import { XREstimatedLight } from './jsm/webxr/XREstimatedLight.js';
  19. let camera, scene, renderer;
  20. let controller;
  21. let defaultEnvironment;
  22. init();
  23. animate();
  24. function init() {
  25. const container = document.createElement( 'div' );
  26. document.body.appendChild( container );
  27. scene = new THREE.Scene();
  28. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 20 );
  29. const defaultLight = new THREE.AmbientLight( 0xffffff );
  30. scene.add( defaultLight );
  31. //
  32. renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
  33. renderer.setPixelRatio( window.devicePixelRatio );
  34. renderer.setSize( window.innerWidth, window.innerHeight );
  35. renderer.outputEncoding = THREE.sRGBEncoding;
  36. renderer.physicallyCorrectLights = true;
  37. renderer.xr.enabled = true;
  38. container.appendChild( renderer.domElement );
  39. // Don't add the XREstimatedLight to the scene initially.
  40. // It doesn't have any estimated lighting values until an AR session starts.
  41. const xrLight = new XREstimatedLight( renderer );
  42. xrLight.addEventListener( 'estimationstart', () => {
  43. // Swap the default light out for the estimated one one we start getting some estimated values.
  44. scene.add( xrLight );
  45. scene.remove( defaultLight );
  46. // The estimated lighting also provides an environment cubemap, which we can apply here.
  47. if ( xrLight.environment ) {
  48. updateEnvironment( xrLight.environment );
  49. }
  50. } );
  51. xrLight.addEventListener( 'estimationend', () => {
  52. // Swap the lights back when we stop receiving estimated values.
  53. scene.add( defaultLight );
  54. scene.remove( xrLight );
  55. // Revert back to the default environment.
  56. updateEnvironment( defaultEnvironment );
  57. } );
  58. //
  59. new RGBELoader()
  60. .setDataType( THREE.UnsignedByteType )
  61. .setPath( 'textures/equirectangular/' )
  62. .load( 'royal_esplanade_1k.hdr', function ( texture ) {
  63. texture.mapping = THREE.EquirectangularReflectionMapping;
  64. defaultEnvironment = texture;
  65. updateEnvironment( defaultEnvironment );
  66. } );
  67. //
  68. // In order for lighting estimation to work, 'light-estimation' must be included as either an optional or required feature.
  69. document.body.appendChild( ARButton.createButton( renderer, { optionalFeatures: [ 'light-estimation' ] } ) );
  70. //
  71. const ballGeometry = new THREE.SphereBufferGeometry( 0.175, 32, 32 );
  72. const ballGroup = new THREE.Group();
  73. ballGroup.position.z = - 2;
  74. const rows = 1;
  75. const cols = 4;
  76. for ( let i = 0; i < rows; i ++ ) {
  77. for ( let j = 0; j < cols; j ++ ) {
  78. const ballMaterial = new THREE.MeshPhongMaterial( {
  79. color: 0xdddddd,
  80. reflectivity: j / cols
  81. } );
  82. const ballMesh = new THREE.Mesh( ballGeometry, ballMaterial );
  83. ballMesh.position.set( ( i + 0.5 - rows * 0.5 ) * 0.4, ( j + 0.5 - cols * 0.5 ) * 0.4, 0 );
  84. ballGroup.add( ballMesh );
  85. }
  86. }
  87. scene.add( ballGroup );
  88. //
  89. function onSelect() {
  90. ballGroup.position.set( 0, 0, - 2 ).applyMatrix4( controller.matrixWorld );
  91. ballGroup.quaternion.setFromRotationMatrix( controller.matrixWorld );
  92. }
  93. controller = renderer.xr.getController( 0 );
  94. controller.addEventListener( 'select', onSelect );
  95. scene.add( controller );
  96. //
  97. window.addEventListener( 'resize', onWindowResize );
  98. }
  99. function onWindowResize() {
  100. camera.aspect = window.innerWidth / window.innerHeight;
  101. camera.updateProjectionMatrix();
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. }
  104. //
  105. function animate() {
  106. renderer.setAnimationLoop( render );
  107. }
  108. function render() {
  109. renderer.render( scene, camera );
  110. }
  111. function updateEnvironment( envMap ) {
  112. scene.traverse( function ( object ) {
  113. if ( object.isMesh ) object.material.envMap = envMap;
  114. } );
  115. }
  116. </script>
  117. </body>
  118. </html>