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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

Browser compatibility

Desktop Mobile
Chrome Edge Firefox Internet Explorer Opera Safari WebView Android Chrome Android Firefox for Android Opera Android Safari on IOS Samsung Internet
createEquirectLayer No No No No No No No No No No No No

See also

© 2005–2023 MDN contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/XRWebGLBinding/createEquirectLayer