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Add depth sensing sample, including Chrome's OT token
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<!doctype html> | ||
<!-- | ||
Copyright 2018 The Immersive Web Community Group | ||
Permission is hereby granted, free of charge, to any person obtaining a copy of | ||
this software and associated documentation files (the "Software"), to deal in | ||
the Software without restriction, including without limitation the rights to | ||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of | ||
the Software, and to permit persons to whom the Software is furnished to do so, | ||
subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS | ||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR | ||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER | ||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | ||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
--> | ||
<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'> | ||
<meta name='apple-mobile-web-app-capable' content='yes'> | ||
<link rel='icon' type='image/png' sizes='32x32' href='/favicon-32x32.png'> | ||
<link rel='icon' type='image/png' sizes='96x96' href='/favicon-96x96.png'> | ||
<link rel='stylesheet' href='/css/common.css'> | ||
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<meta http-equiv="origin-trial" content="AmlTjhi6a1TYxVFo0Fwd+PAUO65z4LCMqEgRcQ8bM+fAU3p065iOmG4QnItkAzD5X0F0Y0VccvAp3WOAIgnGpg8AAABbeyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRlcHRoIiwiZXhwaXJ5IjoxNjA5MzczOTMzfQ=="> | ||
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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 use of a depth API in 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; | ||
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attribute vec2 aVertexPosition; | ||
attribute vec2 aTexCoord; | ||
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varying vec2 vTexCoord; | ||
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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> | ||
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<script type="module"> | ||
import {mat4, vec3, mat3, vec2} from '../js/render/math/gl-matrix.js'; | ||
import {WebXRButton} from '../js/util/webxr-button.js'; | ||
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// XR globals. | ||
let xrButton = null; | ||
let xrRefSpace = null; | ||
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// WebGL scene globals. | ||
let gl = null; | ||
let shaderProgram = null; | ||
let programInfo = null; | ||
let vertexBuffer = null; | ||
let depthTexture = null; | ||
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// shader code | ||
let vertexShaderSource = null; | ||
let fragmentShaderSource = null; | ||
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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); | ||
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if (navigator.xr) { | ||
navigator.xr.isSessionSupported('immersive-ar') | ||
.then((supported) => { | ||
xrButton.enabled = supported; | ||
}); | ||
} | ||
} | ||
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function onRequestSession() { | ||
// Requests an immersive session with environment integration. | ||
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let options = { | ||
requiredFeatures: ['depth-sensing'], | ||
}; | ||
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navigator.xr.requestSession('immersive-ar', options).then((session) => { | ||
session.mode = 'immersive-ar'; | ||
xrButton.setSession(session); | ||
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fetchShaders().then(() => { | ||
onSessionStarted(session); | ||
}); | ||
}); | ||
} | ||
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function onSessionStarted(session) { | ||
session.addEventListener('end', onSessionEnded); | ||
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let canvas = document.createElement('canvas'); | ||
gl = canvas.getContext('webgl', { | ||
xrCompatible: true | ||
}); | ||
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initializeGL(); | ||
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session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); | ||
session.requestReferenceSpace('local').then((refSpace) => { | ||
xrRefSpace = refSpace; | ||
session.requestAnimationFrame(onXRFrame); | ||
}); | ||
} | ||
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function onEndSession(session) { | ||
session.end(); | ||
} | ||
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function onSessionEnded(event) { | ||
xrButton.setSession(null); | ||
} | ||
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// 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; | ||
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const response = await fetch(url); | ||
const text = await response.text(); | ||
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return text; | ||
} | ||
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async function fetchShaders() { | ||
vertexShaderSource = document.getElementById('vertexShader').textContent; | ||
fragmentShaderSource = await fetchShader("fragmentShader") + "\n" | ||
+ await fetchShader("turboFragment"); | ||
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} | ||
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function initializeGL() { | ||
shaderProgram = initShaderProgram(vertexShaderSource, fragmentShaderSource); | ||
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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'), | ||
}, | ||
}; | ||
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vertexBuffer = gl.createBuffer(); | ||
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// 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 | ||
]; | ||
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); | ||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices_data), gl.STATIC_DRAW); | ||
gl.bindBuffer(gl.ARRAY_BUFFER, null); | ||
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depthTexture = gl.createTexture(); | ||
gl.bindTexture(gl.TEXTURE_2D, depthTexture); | ||
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// 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); | ||
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gl.bindTexture(gl.TEXTURE_2D, null); | ||
} | ||
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function initShaderProgram(vsSource, fsSource) { | ||
const vertexShader = loadShader(gl.VERTEX_SHADER, vsSource); | ||
const fragmentShader = loadShader(gl.FRAGMENT_SHADER, fsSource); | ||
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// Create the shader program | ||
const shaderProgram = gl.createProgram(); | ||
gl.attachShader(shaderProgram, vertexShader); | ||
gl.attachShader(shaderProgram, fragmentShader); | ||
gl.linkProgram(shaderProgram); | ||
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// 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; | ||
} | ||
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return shaderProgram; | ||
} | ||
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function loadShader(type, source) { | ||
const shader = gl.createShader(type); | ||
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gl.shaderSource(shader, source); | ||
gl.compileShader(shader); | ||
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | ||
alert( | ||
"An error occurred compiling the shaders: " + | ||
gl.getShaderInfoLog(shader) | ||
); | ||
gl.deleteShader(shader); | ||
return null; | ||
} | ||
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return shader; | ||
} | ||
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// Called every time a XRSession requests that a new frame be drawn. | ||
function onXRFrame(t, frame) { | ||
const session = frame.session; | ||
session.requestAnimationFrame(onXRFrame); | ||
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const baseLayer = session.renderState.baseLayer; | ||
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const pose = frame.getViewerPose(xrRefSpace); | ||
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if(pose) { | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer); | ||
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// Clear the framebuffer | ||
gl.clearColor(0, 0, 0, 0); | ||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | ||
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for(const view of pose.views) { | ||
const viewport = baseLayer.getViewport(view); | ||
gl.viewport(viewport.x, viewport.y, | ||
viewport.width, viewport.height); | ||
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const depthData = frame.getDepthInformation(view); | ||
if(depthData){ | ||
renderDepthInformationGPU(depthData, view, viewport); | ||
} | ||
} | ||
} | ||
} | ||
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function renderDepthInformationGPU(depthData, view, viewport) { | ||
const depth_width = depthData.width; | ||
const depth_height = depthData.height; | ||
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gl.useProgram(programInfo.program); | ||
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); | ||
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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 | ||
); | ||
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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 | ||
); | ||
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const dataBuffer = depthData.data; | ||
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gl.bindTexture(gl.TEXTURE_2D, depthTexture); | ||
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// 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)); | ||
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gl.activeTexture(gl.TEXTURE0); | ||
gl.uniform1i(programInfo.uniformLocations.depthTexture, 0); | ||
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gl.uniformMatrix4fv(programInfo.uniformLocations.uvTransform, false, | ||
depthData.normTextureFromNormView.matrix); | ||
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | ||
} | ||
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// Start the XR application. | ||
initXR(); | ||
</script> | ||
</body> | ||
</html> |
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