Artificial Intelligence
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Make a a webGL HTML document that provides Setereo side by side video that is captured from the desctop or any window with a distorted image in barrel distortion fir a proper 3D effect


Creating a WebGL HTML document that displays stereo side-by-side video with barrel distortion requires several steps. We'll use a simple approach to set up a web page with video elements and apply barrel distortion using fragment shaders. ### Note: You will need a video capture mechanism to grab your desktop or window, which can be done with WebRTC or other methods, but for the sake of this example, we will simulate this with a video tag pointing to a source video. ### Example Code Here's an example of a minimal HTML document that should accomplish your goal: ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Stereo Side-by-Side Video with Barrel Distortion</title> <style> body { margin: 0; display: flex; justify-content: center; align-items: center; height: 100vh; background-color: black; } canvas { display: block; } </style> </head> <body> <!-- Use a couple of video elements for stereo output --> <video id="left" src="path_to_your_video.mp4" autoplay loop muted></video> <video id="right" src="path_to_your_video.mp4" autoplay loop muted></video> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); const leftVideo = document.getElementById('left'); const rightVideo = document.getElementById('right'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Shader code const vertexShaderSrc = ` attribute vec4 a_position; varying vec2 v_texCoord; void main() { gl_Position = a_position; v_texCoord = a_position.xy * 0.5 + 0.5; } `; const fragmentShaderSrc = ` precision mediump float; varying vec2 v_texCoord; uniform sampler2D u_texture; uniform float u_distortion; vec2 barrelDistortion(vec2 uv, float k) { vec2 center = vec2(0.5, 0.5); vec2 delta = uv - center; float r2 = dot(delta, delta); return uv + delta * k * r2; // Barrel distortion equation } void main() { vec2 distortedCoord = barrelDistortion(v_texCoord, u_distortion); gl_FragColor = texture2D(u_texture, distortedCoord); } `; function compileShader(gl, source, type) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { return shader; } else { console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } } const vertexShader = compileShader(gl, vertexShaderSrc, gl.VERTEX_SHADER); const fragmentShader = compileShader(gl, fragmentShaderSrc, gl.FRAGMENT_SHADER); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Buffer setup const positions = new Float32Array([ -1, -1, 1, -1, -1, 1, 1, -1, 1, 1, -1, 1 ]); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); const positionLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); const u_texture = gl.getUniformLocation(program, "u_texture"); const u_distortion = gl.getUniformLocation(program, "u_distortion"); gl.uniform1f(u_distortion, 0.5); function render() { gl.clear(gl.COLOR_BUFFER_BIT); // Configure left video texture const leftTexture = createVideoTexture(gl, leftVideo); gl.uniform1i(u_texture, 0); gl.drawArrays(gl.TRIANGLES, 0, 6); // Configure right video texture const rightTexture = createVideoTexture(gl, rightVideo); gl.uniform1i(u_texture, 1); gl.drawArrays(gl.TRIANGLES, 0, 6); requestAnimationFrame(render); } function createVideoTexture(gl, video) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); 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); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video); return texture; } // Start rendering render(); </script> </body> </html> ``` ### Explanation: 1. **HTML Structure**: It includes two video elements for the left and right channels, and a `canvas` element where the image will be rendered. 2. **Shaders**: The vertex shader transforms the coordinates, and the fragment shader implements the barrel distortion effect. 3. **Texture Handling**: A simple rendering loop is set up to continuously draw the current frames of the video onto the canvas, applying the distortion effect. 4. **Rendering Loop**: The `render` function draws the left and right videos side by side with barrel distortion. You may further enhance the code to adjust the aspect ratio or position of the videos. ### Important Notes: - **Video Source**: Replace `path_to_your_video.mp4` with the actual path of your video file. - **Desktop Capture**: For desktop capture, you would normally use `navigator.mediaDevices.getDisplayMedia()`, but I've omitted that for simplicity. Implementing desktop capture directly is more complex and beyond this example. You should also handle permissions to capture the screen. - **Browser Compatibility**: Ensure you test this in browsers that support WebGL and the video formats you are using. Feel free to modify this base example as needed!