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<html>
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
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<title>AR Depth API - GPU access</title>
</head>
<body>
<header>
<details open>
<summary>AR Depth API - GPU access</summary>
<p>
This sample demonstrates the use of a depth API in an immersive-ar session.
The data will be uploaded to the GPU & accessed from a shader.
<a class="back" href="./index.html">Back</a>
</p>
</details>
</header>
<script id="vertexShader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 aVertexPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main(void) {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
vTexCoord = aTexCoord;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment" src="../shaders/depth-api-gpu.frag"></script>
<script id="turboFragment" type="x-shader/x-fragment" src="../shaders/turbo.glsl"></script>
<script type="module">
import {mat4, vec3, mat3, vec2} from '../js/render/math/gl-matrix.js';
import {WebXRButton} from '../js/util/webxr-button.js';
// XR globals.
let xrButton = null;
let xrRefSpace = null;
// WebGL scene globals.
let gl = null;
let shaderProgram = null;
let programInfo = null;
let vertexBuffer = null;
let depthTexture = null;
// shader code
let vertexShaderSource = null;
let fragmentShaderSource = null;
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
textEnterXRTitle: "START AR",
textXRNotFoundTitle: "AR NOT FOUND",
textExitXRTitle: "EXIT AR",
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-ar')
.then((supported) => {
xrButton.enabled = supported;
});
}
}
function onRequestSession() {
// Requests an immersive session with environment integration.
let options = {
requiredFeatures: ['depth-sensing'],
};
navigator.xr.requestSession('immersive-ar', options).then((session) => {
session.mode = 'immersive-ar';
xrButton.setSession(session);
fetchShaders().then(() => {
onSessionStarted(session);
});
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
let canvas = document.createElement('canvas');
gl = canvas.getContext('webgl', {
xrCompatible: true
});
initializeGL();
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
xrButton.setSession(null);
}
// Helper, fetches shader source code based on the passed in ID of the <script> element.
// Will inspect src attribute value and issue fetch API call to obtain the script body.
async function fetchShader(id) {
const element = document.getElementById(id);
const url = element.src;
const response = await fetch(url);
const text = await response.text();
return text;
}
async function fetchShaders() {
vertexShaderSource = document.getElementById('vertexShader').textContent;
fragmentShaderSource = await fetchShader("fragmentShader") + "\n"
+ await fetchShader("turboFragment");
}
function initializeGL() {
shaderProgram = initShaderProgram(vertexShaderSource, fragmentShaderSource);
programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
texCoord: gl.getAttribLocation(shaderProgram, 'aTexCoord'),
},
uniformLocations: {
depthTexture: gl.getUniformLocation(shaderProgram, 'uDepthTexture'),
uvTransform: gl.getUniformLocation(shaderProgram, 'uUvTransform'),
},
};
vertexBuffer = gl.createBuffer();
// clip space coordinates + texture space coordinates
const vertices_data = [
-1, -1, 0, 0, // bottom left
1, -1, 1, 0, // bottom right
-1, 1, 0, 1, // top left
1, 1, 1, 1, // top right
];
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices_data), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
depthTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
// depth texture will likely not be power-of-2-sized, set parameters
// that would still make it work, see
// https://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences#Non-Power_of_Two_Texture_Support
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function initShaderProgram(vsSource, fsSource) {
const vertexShader = loadShader(gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program: " +
gl.getProgramInfoLog(shaderProgram)
);
return null;
}
return shaderProgram;
}
function loadShader(type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(
"An error occurred compiling the shaders: " +
gl.getShaderInfoLog(shader)
);
gl.deleteShader(shader);
return null;
}
return shader;
}
// Called every time a XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
const session = frame.session;
session.requestAnimationFrame(onXRFrame);
const baseLayer = session.renderState.baseLayer;
const pose = frame.getViewerPose(xrRefSpace);
if(pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
// Clear the framebuffer
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for(const view of pose.views) {
const viewport = baseLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
const depthData = frame.getDepthInformation(view);
if(depthData){
renderDepthInformationGPU(depthData, view, viewport);
}
}
}
}
function renderDepthInformationGPU(depthData, view, viewport) {
const depth_width = depthData.width;
const depth_height = depthData.height;
gl.useProgram(programInfo.program);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
2, // 2 components
gl.FLOAT,
false, // don't normalize
16, // stride = 4 floats * 4 bytes
0 // start at offset 0 of the buffer
);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition
);
gl.vertexAttribPointer(
programInfo.attribLocations.texCoord,
2, // 2 components
gl.FLOAT,
false, // don't normalize
16, // stride = 4 floats * 4 bytes
8 // start at offset of 2 floats * 4 bytes of the buffer
);
gl.enableVertexAttribArray(
programInfo.attribLocations.texCoord
);
const dataBuffer = depthData.data;
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
// Supply the data buffer after converting it to Uint8Array - the
// dataBuffer.buffer is an Uint16Array, but the gl.texImage2D expects Uint8Array
// when using gl.UNSIGNED_BYTE type.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE_ALPHA, depthData.width,
depthData.height, 0, gl.LUMINANCE_ALPHA, gl.UNSIGNED_BYTE,
new Uint8Array(dataBuffer.buffer, dataBuffer.byteOffset, dataBuffer.byteLength));
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(programInfo.uniformLocations.depthTexture, 0);
gl.uniformMatrix4fv(programInfo.uniformLocations.uvTransform, false,
depthData.normTextureFromNormView.matrix);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
// Start the XR application.
initXR();
</script>
</body>
</html>