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| <html> |
| <head> |
| <meta charset='utf-8'> |
| <meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'> |
| <meta name='mobile-web-app-capable' content='yes'> |
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| <link rel='stylesheet' href='../css/common.css'> |
| |
| <meta http-equiv="origin-trial" content="AmlTjhi6a1TYxVFo0Fwd+PAUO65z4LCMqEgRcQ8bM+fAU3p065iOmG4QnItkAzD5X0F0Y0VccvAp3WOAIgnGpg8AAABbeyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRlcHRoIiwiZXhwaXJ5IjoxNjA5MzczOTMzfQ=="> |
| |
| <title>AR Depth API - CPU access</title> |
| </head> |
| <body> |
| <header> |
| <details open> |
| <summary>AR Depth API - CPU access</summary> |
| <p> |
| This sample demonstrates the use of a depth API in an immersive-ar session. |
| The data will be accessed from a CPU. |
| <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 float aDepthDistance; |
| |
| varying float vDepthDistance; |
| |
| void main(void) { |
| gl_PointSize = 15.0; |
| gl_Position = vec4(aVertexPosition, -1.0, 1.0); |
| vDepthDistance = aDepthDistance; |
| } |
| </script> |
| <script id="fragmentShader" type="x-shader/x-fragment" src="../shaders/depth-api-cpu.frag"></script> |
| <script id="turboFragment" type="x-shader/x-fragment" src="../shaders/turbo.glsl"></script> |
| |
| <script type="module" async> |
| 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; |
| |
| // 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'), |
| depthDistance: gl.getAttribLocation(shaderProgram, 'aDepthDistance'), |
| }, |
| uniformLocations: { |
| }, |
| }; |
| |
| vertexBuffer = gl.createBuffer(); |
| } |
| |
| 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; |
| } |
| |
| // Component-wise multiplication of 2 vec3s: |
| function scaleByVec(out, lhs, rhs) { |
| out[0] = lhs[0] * rhs[0]; |
| out[1] = lhs[1] * rhs[1]; |
| out[2] = lhs[2] * rhs[2]; |
| |
| return out; |
| } |
| |
| function clamp(out, input, lower_bound, upper_bound) { |
| out[0] = Math.max(lower_bound[0], Math.min(input[0], upper_bound[0])); |
| out[1] = Math.max(lower_bound[1], Math.min(input[1], upper_bound[1])); |
| out[2] = Math.max(lower_bound[2], Math.min(input[2], upper_bound[2])); |
| |
| return out; |
| } |
| |
| // 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){ |
| renderDepthInformationCPU(depthData, view, viewport); |
| } |
| } |
| } |
| } |
| |
| function renderDepthInformationCPU(depthData, view, viewport) { |
| const RESOLUTION = 5; |
| |
| const depth_width = depthData.width; |
| const depth_height = depthData.height; |
| |
| const norm_tex_from_norm_view = depthData.normTextureFromNormView.matrix; |
| const norm_view_from_norm_tex = mat4.invert(mat4.create(), norm_tex_from_norm_view); |
| |
| const inverse_depth_dimensions = vec3.fromValues(1.0 / depth_width, |
| 1.0 / depth_height, |
| 0); |
| const viewport_dimensions = vec3.fromValues(viewport.width, viewport.height, 0); |
| |
| const depth_vec = vec3.fromValues(depth_width-1, depth_height-1, 0); |
| const zeroes_vec = vec3.fromValues(0, 0, 0); |
| |
| const vertices_data = []; |
| |
| for(let x = 0; x < depth_width; x = x + RESOLUTION) { |
| for(let y = 0; y < depth_height; y = y + RESOLUTION) { |
| const distance = depthData.getDepth(x, y); |
| |
| const depth_coords = vec3.fromValues(x, y, 0); |
| |
| // Calculate the view coordinates that correspond to (x, y) depth coordiante: |
| // 1. Normalize to [0, 1] range: |
| const depth_coords_norm = scaleByVec(vec3.create(), |
| depth_coords, inverse_depth_dimensions); |
| // 2. Map from normalized texture coordinates to normalized view coordinates: |
| const depth_coords_view_norm = vec3.transformMat4(vec3.create(), |
| depth_coords_norm, |
| norm_view_from_norm_tex); |
| // 3. Denormalize by viewport dimensions: |
| const depth_coords_view = scaleByVec(vec3.create(), |
| depth_coords_view_norm, viewport_dimensions); |
| clamp(depth_coords_view, depth_coords_view, zeroes_vec, viewport_dimensions); |
| |
| // Convert to NDC: |
| depth_coords_view[0] = (2.0 * depth_coords_view[0]) / viewport.width - 1; |
| depth_coords_view[1] = (2.0 * depth_coords_view[1]) / viewport.height - 1; |
| |
| if(depth_coords_view[0] > 1 || depth_coords_view[0] < -1 || |
| depth_coords_view[1] > 1 || depth_coords_view[1] < -1) { |
| continue; |
| } |
| |
| vertices_data.push(depth_coords_view[0], depth_coords_view[1], distance); |
| } |
| } |
| |
| gl.useProgram(programInfo.program); |
| |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices_data), gl.DYNAMIC_DRAW); |
| |
| gl.vertexAttribPointer( |
| programInfo.attribLocations.vertexPosition, |
| 2, // 2 components |
| gl.FLOAT, |
| false, // don't normalize |
| 12, // stride = 3 floats * 4 bytes |
| 0 // start at offset 0 of the buffer |
| ); |
| gl.enableVertexAttribArray( |
| programInfo.attribLocations.vertexPosition |
| ); |
| |
| gl.vertexAttribPointer( |
| programInfo.attribLocations.depthDistance, |
| 1, // 1 component |
| gl.FLOAT, |
| false, // don't normalize |
| 12, // stride = 3 floats * 4 bytes |
| 8 // start at offset of 2 floats * 4 bytes of the buffer |
| ); |
| gl.enableVertexAttribArray( |
| programInfo.attribLocations.depthDistance |
| ); |
| |
| gl.drawArrays(gl.POINTS, 0, vertices_data.length / 3); |
| } |
| |
| // Start the XR application. |
| initXR(); |
| </script> |
| </body> |
| </html> |