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<html>
<head>
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<title>Barebones WebGPU AR</title>
</head>
<body>
<header>
<details open>
<summary>Barebones WebGPU AR</summary>
<p>
This sample demonstrates extremely simple use of an "immersive-ar"
session with the WebGPU API and no library dependencies. It doesn't
render anything exciting, just a rainbow triangle to prove it's working.
<a class="back" href="./">Back</a>
</p>
<button id="xr-button" class="barebones-button" disabled>WebXR or WebGPU not supported</button>
</details>
</header>
<canvas id='webgpu_canvas'></canvas>
<script type='module'>
// Because we are not using the 'secondary-views' feature we can be sure
// that WebXR will never provide more than two views.
const MAX_VIEWS = 2;
// A simple shader that draws a single triangle
const SHADER_SRC = `
struct Camera {
projection: mat4x4f,
view: mat4x4f,
}
@group(0) @binding(0) var<uniform> cameras: array<Camera, ${MAX_VIEWS}>;
struct VertexOut {
@builtin(position) pos: vec4f,
@location(0) color: vec4f,
}
@vertex
fn vertexMain(@builtin(vertex_index) vert_index: u32,
@builtin(instance_index) view_index: u32) -> VertexOut {
var pos = array<vec4f, 3>(
vec4f(0.0, 0.5, -1, 1),
vec4f(-0.5, -0.5, -1, 1),
vec4f(0.5, -0.5, -1, 1)
);
var color = array<vec4f, 3>(
vec4f(1, 0, 0, 1),
vec4f(0, 1, 0, 1),
vec4f(0, 0, 1, 1)
);
let posOut = cameras[view_index].projection * cameras[view_index].view * pos[vert_index];
return VertexOut(posOut, color[vert_index]);
}
@fragment
fn fragmentMain(in: VertexOut) -> @location(0) vec4f {
return in.color;
}
`;
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;
// WebGPU scene globals.
let gpuDevice = null;
let gpuContext = null;
let gpuUniformBuffer = null;
let gpuUniformArray = new Float32Array(32 * MAX_VIEWS); // Enough room for two matrices per view.
let gpuBindGroupLayout = null;
let gpuBindGroup = null;
let gpuModule = null;
let gpuPipeline = null;
let colorFormat = null;
// WebXR/WebGPU interop globals.
let xrGpuBinding = null;
let projectionLayer = null;
// Generate a projection matrix, borrowed from gl-matrix.
function perspectiveZO(out, fovy, aspect, near, far = Infinity) {
const f = 1.0 / Math.tan(fovy / 2);
out[0] = f / aspect;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = f;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[15] = 0;
if (far != null && far !== Infinity) {
const nf = 1 / (near - far);
out[10] = far * nf;
out[14] = far * near * nf;
} else {
out[10] = -1;
out[14] = -near;
}
return out;
}
// Checks to see if WebXR and WebGPU is available and, if so, requests an
// tests to ensure it supports the desired session type.
async function initXR() {
// Is WebXR, WebGPU, and WebXR/WebGPU interop available on this UA?
if (!navigator.xr) {
xrButton.textContent = 'WebXR not supported';
return;
}
if (!navigator.gpu) {
xrButton.textContent = 'WebGPU not supported';
return;
}
if (!('XRGPUBinding' in window)) {
xrButton.textContent = 'WebXR/WebGPU interop not supported';
return;
}
// If the UA allows creation of immersive AR sessions enable the
// target of the 'Enter XR' button.
const supported = await navigator.xr.isSessionSupported('immersive-ar');
if (!supported) {
xrButton.textContent = 'Immersive AR not supported';
return;
}
// Updates the button to start an XR session when clicked.
xrButton.addEventListener('click', onButtonClicked);
xrButton.textContent = 'Enter AR';
xrButton.disabled = false;
await initWebGPU();
requestAnimationFrame(onFrame);
}
// Initializes WebGPU resources
async function initWebGPU() {
if (!gpuDevice) {
// Create a WebGPU adapter and device to render with, initialized to be
// compatible with the XRDisplay we're presenting to. Note that a canvas
// is not necessary if we are only rendering to the XR device.
const adapter = await navigator.gpu.requestAdapter({
xrCompatible: true
});
gpuDevice = await adapter.requestDevice();
colorFormat = navigator.gpu.getPreferredCanvasFormat();
gpuContext = webgpu_canvas.getContext('webgpu');
gpuContext.configure({
format: colorFormat,
device: gpuDevice,
});
// Allocate a uniform buffer with enough space for two uniforms per-view
gpuUniformBuffer = gpuDevice.createBuffer({
size: Float32Array.BYTES_PER_ELEMENT * 32 * MAX_VIEWS,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// Set the uniform buffer to contain valid matrices initially so
// that we can see something.
let mat = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
gpuUniformArray.set(mat, 16);
perspectiveZO(mat, Math.PI * 0.5, webgpu_canvas.offsetWidth / webgpu_canvas.offsetHeight, 0.1);
gpuUniformArray.set(mat, 0);
gpuDevice.queue.writeBuffer(gpuUniformBuffer, 0, gpuUniformArray);
// Create a bind group for the uniforms
gpuBindGroupLayout = gpuDevice.createBindGroupLayout({
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {},
}]
});
gpuBindGroup = gpuDevice.createBindGroup({
layout: gpuBindGroupLayout,
entries: [{
binding: 0,
resource: { buffer: gpuUniformBuffer }
}]
});
gpuModule = gpuDevice.createShaderModule({ code: SHADER_SRC });
}
gpuPipeline = gpuDevice.createRenderPipeline({
layout: gpuDevice.createPipelineLayout({ bindGroupLayouts: [ gpuBindGroupLayout ]}),
vertex: {
module: gpuModule,
entryPoint: 'vertexMain',
},
fragment: {
module: gpuModule,
entryPoint: 'fragmentMain',
targets: [{
format: colorFormat,
}]
}
});
}
// Called when the user clicks the button to enter XR. If we don't have a
// session we'll request one, and if we do have a session we'll end it.
async function onButtonClicked() {
if (!xrSession) {
navigator.xr.requestSession('immersive-ar', {
requiredFeatures: ['webgpu'],
}).then(onSessionStarted);
} else {
xrSession.end();
}
}
// Called when we've successfully acquired a XRSession. In response we
// will set up the necessary session state and kick off the frame loop.
async function onSessionStarted(session) {
xrSession = session;
xrButton.textContent = 'Exit AR';
// Listen for the sessions 'end' event so we can respond if the user
// or UA ends the session for any reason.
session.addEventListener('end', onSessionEnded);
// Create the WebXR/WebGPU binding, and with it create a projection
// layer to render to.
xrGpuBinding = new XRGPUBinding(xrSession, gpuDevice);
// If the preferred color format doesn't match what we've been rendering
// with so far, rebuild the pipeline
if (colorFormat != xrGpuBinding.getPreferredColorFormat()) {
colorFormat = xrGpuBinding.getPreferredColorFormat();
await initWebGPU();
}
projectionLayer = xrGpuBinding.createProjectionLayer({
colorFormat
});
// Set the session's layers to display the projection layer. This allows
// any content rendered to the layer to be displayed on the XR device.
session.updateRenderState({ layers: [projectionLayer] });
// Get a reference space, which is required for querying poses. In this
// case an 'local' reference space means that all poses will be relative
// to the location where the XR device was first detected.
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called either when the user has explicitly ended the session by calling
// session.end() or when the UA has ended the session for any reason.
// At this point the session object is no longer usable and should be
// discarded.
function onSessionEnded(event) {
xrSession = null;
xrGpuBinding = null;
xrButton.textContent = 'Enter AR';
// If the canvas color format is different than the XR one, rebuild the
// pipeline again upon switching back.
if (colorFormat != navigator.gpu.getPreferredCanvasFormat()) {
colorFormat = navigator.gpu.getPreferredCanvasFormat();
}
requestAnimationFrame(onFrame);
}
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(time, frame) {
let session = frame.session;
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
// Get the XRDevice pose relative to the reference space we created
// earlier.
let pose = frame.getViewerPose(xrRefSpace);
// Getting the pose may fail if, for example, tracking is lost. So we
// have to check to make sure that we got a valid pose before attempting
// to render with it. If not in this case we'll just leave the
// framebuffer cleared, so tracking loss means the scene will simply
// disappear.
if (pose) {
// If we do have a valid pose, begin recording GPU commands.
const commandEncoder = gpuDevice.createCommandEncoder();
// First loop through each view and write it's projection and view
// matrices into the uniform buffer.
for (let viewIndex = 0; viewIndex < pose.views.length; ++viewIndex) {
const view = pose.views[viewIndex];
const offset = 32 * viewIndex;
gpuUniformArray.set(view.projectionMatrix, offset);
gpuUniformArray.set(view.transform.inverse.matrix, offset + 16);
}
gpuDevice.queue.writeBuffer(gpuUniformBuffer, 0, gpuUniformArray);
// Now loop through each of the views and draw into the corresponding
// sub image of the projection layer.
for (let viewIndex = 0; viewIndex < pose.views.length; ++viewIndex) {
const view = pose.views[viewIndex];
let subImage = xrGpuBinding.getViewSubImage(projectionLayer, view);
// Start a render pass which uses the textures of the view's sub
// image as render targets.
const renderPass = commandEncoder.beginRenderPass({
colorAttachments: [{
view: subImage.colorTexture.createView(subImage.getViewDescriptor()),
// Clear the color texture to a solid color.
loadOp: viewIndex == 0 ? 'clear' : 'load',
storeOp: 'store',
// Clear the canvas to transparent black so the user's environment
// shows through.
clearValue: [0.0, 0.0, 0.0, 0.0],
}]
});
let vp = subImage.viewport;
renderPass.setViewport(vp.x, vp.y, vp.width, vp.height, 0.0, 1.0);
drawScene(renderPass, viewIndex);
renderPass.end();
}
// Submit the rendering commands to the GPU.
gpuDevice.queue.submit([commandEncoder.finish()]);
}
}
// Does a standard render to the canvas
function onFrame(time) {
// If a session has started since the last frame don't request a new one.
if (!xrSession) {
requestAnimationFrame(onFrame);
}
const commandEncoder = gpuDevice.createCommandEncoder();
// Start a render pass which uses the textures of the view's sub
// image as render targets.
const renderPass = commandEncoder.beginRenderPass({
colorAttachments: [{
view: gpuContext.getCurrentTexture().createView(),
// Clear the color texture to a solid color.
loadOp: 'clear',
storeOp: 'store',
clearValue: [0.1, 0.1, 0.4, 1.0],
}]
});
drawScene(renderPass);
renderPass.end();
// Submit the rendering commands to the GPU.
gpuDevice.queue.submit([commandEncoder.finish()]);
}
function drawScene(renderPass, viewIndex = 0) {
// Render from the viewpoint of view using view.projectionMatrix as
// the projection matrix and view.transform to position the virtual
// camera. If you need a view matrix, use view.transform.inverse.matrix.
renderPass.setPipeline(gpuPipeline);
renderPass.setBindGroup(0, gpuBindGroup);
// Passing viewIndex as the firstInstance as an easy way to tell the
// shader which camera uniforms to use.
renderPass.draw(3, 1, 0, viewIndex);
}
// Start the XR application.
initXR();
</script>
</body>
</html>