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spark/examples/stochastic/index.html
T
2025-07-31 14:24:48 -07:00

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HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spark • Stochastic Rendering</title>
<style>
body {
margin: 0;
}
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"@sparkjsdev/spark": "/dist/spark.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SparkRenderer, SparkControls, SplatMesh, VRButton } from "@sparkjsdev/spark";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement)
// Make a local frame of reference that we can move to control
// the camera, or as a frame of reference in WebXR mode
const localFrame = new THREE.Group();
scene.add(localFrame);
// Lower the splat rendering width to sqrt(5) std devs for more performance
const spark = new SparkRenderer({ renderer, maxStdDev: Math.sqrt(5) });
spark.defaultView.stochastic = true;
localFrame.add(spark);
localFrame.add(camera);
const splatURL = await getAssetFileURL("valley.spz");
const background = new SplatMesh({ url: splatURL });
background.quaternion.set(1, 0, 0, 0);
background.scale.setScalar(0.5);
scene.add(background);
const vrButton = VRButton.createButton(renderer);
if (vrButton) {
// WebXR is available, so show the button
document.body.appendChild(vrButton);
}
let lastCameraPos = new THREE.Vector3(0, 0, 0);
const controls = new SparkControls({ canvas: renderer.domElement });
renderer.setAnimationLoop(function animate(time, xrFrame) {
controls.update(localFrame);
// This is a hack to make a "local" frame work reliably across
// Quest 3 and Vision Pro. Any big discontinuity in the camera
// results in a reverse shift of the local frame to compensate.
if (lastCameraPos.distanceTo(camera.position) > 0.5) {
localFrame.position.copy(camera.position).multiplyScalar(-1);
}
lastCameraPos.copy(camera.position);
renderer.render(scene, camera);
});
</script>
</body>
</html>