XRWebGLBinding: createEquirectLayer() method

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The createEquirectLayer() method of the XRWebGLBinding interface returns an XREquirectLayer object, which is a layer that maps equirectangular coded data onto the inside of a sphere.

Syntax

js

createEquirectLayer(options)

Parameters

options

An object to configure the XREquirectLayer. It must have the space, viewPixelHeight, and viewPixelWidth properties. init has the following properties:

centralHorizontalAngle Optional

A number indicating the central horizontal angle in radians of the sphere. Default value: 6.28318 (2π).

colorFormat Optional

A GLenum defining the data type of the color texture data. Possible values:

  • gl.RGB
  • gl.RGBA Additionally, for contexts with the EXT_sRGB extension enabled:
  • ext.SRGB_EXT
  • ext.SRGB_ALPHA_EXT Additionally, for WebGL2RenderingContext contexts:
  • gl.RGBA8
  • gl.RGB8
  • gl.SRGB8
  • gl.RGB8_ALPHA8 Additionally, for contexts with the WEBGL_compressed_texture_etc extension enabled:
  • ext.COMPRESSED_RGB8_ETC2
  • ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
  • ext.COMPRESSED_RGBA8_ETC2_EAC
  • ext.COMPRESSED_SRGB8_ETC2
  • ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
  • ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC Additionally, for contexts with the WEBGL_compressed_texture_astc extension enabled:
  • All of the formats the extension supports. The default value is gl.RGBA.
depthFormat Optional

A GLenum defining the data type of the depth texture data, or else 0 to indicate that the layer should not provide a depth texture (in that case XRProjectionLayer.ignoreDepthValues will be true). Possible values within WebGLRenderingContext contexts with the WEBGL_depth_texture extension enabled, or within WebGL2RenderingContext contexts (no extension required):

  • gl.DEPTH_COMPONENT
  • gl.DEPTH_STENCIL Additionally, for WebGL2RenderingContext contexts:
  • gl.DEPTH_COMPONENT24
  • gl.DEPTH24_STENCIL24 The default value is gl.DEPTH_COMPONENT.
isStatic Optional

A boolean that, if true, indicates you can only draw to this layer when needsRedraw is true. The default value is false.

layout Optional

A string indicating the layout of the layer. Possible values:

default

The layer accommodates all views of the session.

mono

A single XRSubImage is allocated and presented to both eyes.

stereo

The user agent decides how it allocates the XRSubImage (one or two) and the layout (top/bottom or left/right).

stereo-left-right

A single XRSubImage is allocated. Left eye gets the left area of the texture, right eye the right.

stereo-top-bottom

A single XRSubImage is allocated. Left eye gets the top area of the texture, right eye the bottom. The default value is mono.

lowerVerticalAngle Optional

A number indicating the lower vertical angle in radians of the sphere. Default value: -1.570795 (-π/2).

mipLevels Optional

A number specifying desired number of mip levels. The default value is 1.

radius Optional

A number indicating the radius of the sphere. Default value: 0 (infinite sphere).

space Required

An XRSpace object defining the layer's spatial relationship with the user's physical environment.

textureType Optional

A string defining the type of texture the layer will have. Possible values:

texture

The textures of XRWebGLSubImage will be of type gl.TEXTURE_2D.

texture-array

The textures of XRWebGLSubImage will be of type gl.TEXTURE_2D_ARRAY (WebGL 2 contexts only). The default value is texture.

transform Optional

An XRRigidTransform object defining the offset and orientation relative to space.

upperVerticalAngle Optional

A number indicating the upper vertical angle in radians of the sphere. Default value: 1.570795 (π/2).

viewPixelHeight Required

A number specifying the pixel height of the layer view.

viewPixelWidth Required

A number specifying the pixel width of the layer view.

Return value

An XREquirectLayer object.

Examples

Creating an XREquirectLayer

Configure the equirect layer using the properties listed above in a call to createEquirect(). To present layers to the XR device, add them to the layers render state using XRSession.updateRenderState().

js

function onXRSessionStarted(xrSession) {
  const glCanvas = document.createElement("canvas");
  const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
  const xrGlBinding = new XRWebGLBinding(xrSession, gl);
  const equirectLayer = xrGlBinding.createEquirectLayer({
    space: xrReferenceSpace,
    viewPixelWidth: 1200,
    viewPixelHeight: 600,
    centralHorizontalAngle: 2 * Math.PI,
    upperVerticalAngle: Math.PI / 2.0,
    lowerVerticalAngle: -Math.PI / 2.0,
    radius: 0,
  });

  xrSession.updateRenderState({
    layers: [equirectLayer],
  });
}

Specifications

Specification
WebXR Layers API Level 1
# dom-xrwebglbinding-createequirectlayer

Browser compatibility

BCD tables only load in the browser

See also