XRWebGLBinding.createEquirectLayer()
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
createEquirectLayer(init)
Parameters
init-
An object to configure the
XREquirectLayer. It must have thespace,viewPixelHeight, andviewPixelWidthproperties.inithas the following properties:centralHorizontalAngle: Optional. A number indicating the central horizontal angle in radians of the sphere. Default value:6.28318(2π).colorFormat: Optional. AGLenumdefining the data type of the color texture data. Possible values:gl.RGBgl.RGBA
EXT_sRGBextension enabled:ext.SRGB_EXText.SRGB_ALPHA_EXT
WebGL2RenderingContextcontexts:gl.RGBA8gl.RGB8gl.SRGB8gl.RGB8_ALPHA8
WEBGL_compressed_texture_etcextension enabled:ext.COMPRESSED_RGB8_ETC2ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2ext.COMPRESSED_RGBA8_ETC2_EACext.COMPRESSED_SRGB8_ETC2ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
WEBGL_compressed_texture_astcextension enabled:- All of the formats the extension supports.
gl.RGBA.-
depthFormat: Optional. AGLenumdefining the data type of the depth texture data, or else0to indicate that the layer should not provide a depth texture (in that caseXRProjectionLayer.ignoreDepthValueswill betrue). Possible values withinWebGLRenderingContextcontexts with theWEBGL_depth_textureextension enabled, or withinWebGL2RenderingContextcontexts (no extension required):gl.DEPTH_COMPONENTgl.DEPTH_STENCIL
WebGL2RenderingContextcontexts:gl.DEPTH_COMPONENT24gl.DEPTH24_STENCIL24
gl.DEPTH_COMPONENT. isStatic: Optional. A boolean that, if true, indicates you can only draw to this layer whenneedsRedrawistrue. The default value isfalse.layout: Optional. A string indicating the layout of the layer. Possible values:default: The layer accommodates all views of the session.mono: A singleXRSubImageis allocated and presented to both eyes.stereo: The user agent decides how it allocates theXRSubImage(one or two) and the layout (top/bottom or left/right).stereo-left-right: A singleXRSubImageis allocated. Left eye gets the left area of the texture, right eye the right.stereo-top-bottom: A singleXRSubImageis allocated. Left eye gets the top area of the texture, right eye the bottom.
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 is1.radius: Optional. A number indicating the radius of the sphere. Default value:0(infinite sphere).space: Required. AnXRSpaceobject 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 ofXRWebGLSubImagewill be of typegl.TEXTURE_2D.texture-array: the textures ofXRWebGLSubImagewill be of typegl.TEXTURE_2D_ARRAY(WebGL 2 contexts only).
texture.transform: Optional. AnXRRigidTransformobject defining the offset and orientation relative tospace.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().
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
No specification found
No specification data found for api.XRWebGLBinding.createEquirectLayer.
Check for problems with this page or contribute a missing spec_url to mdn/browser-compat-data. Also make sure the specification is included in w3c/browser-specs.
Browser compatibility
No compatibility data found for api.XRWebGLBinding.createEquirectLayer.
Check for problems with this page or contribute missing data to mdn/browser-compat-data.