This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The submitFrame()
method of the VRDisplay
interface captures the current state of the VRLayerInit
currently being presented and displays it on the VRDisplay
.
The frame should subsequently be rendered using the VRPose
and matrices provided by the last call to getFrameData()
.
vrDisplayInstance.submitFrame();
None.
Void.
var frameData = new VRFrameData(); var vrDisplay; navigator.getVRDisplays().then(function(displays) { vrDisplay = displays[0]; console.log('Display found'); // Starting the presentation when the button is clicked: It can only be called in response to a user gesture btn.addEventListener('click', function() { vrDisplay.requestPresent([{ source: canvas }]).then(function() { drawVRScene(); }); }); }); // WebVR: Draw the scene for the WebVR display. function drawVRScene() { // WebVR: Request the next frame of the animation vrSceneFrame = vrDisplay.requestAnimationFrame(drawVRScene); // Populate frameData with the data of the next frame to display vrDisplay.getFrameData(frameData); // You can get the position, orientation, etc. of the display from the current frame's pose var curFramePose = frameData.pose; var curPos = curFramePose.position; var curOrient = curFramePose.orientation; // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // WebVR: Create the required projection and view matrix locations needed // for passing into the uniformMatrix4fv methods below var projectionMatrixLocation = gl.getUniformLocation(shaderProgram, "projMatrix"); var viewMatrixLocation = gl.getUniformLocation(shaderProgram, "viewMatrix"); // WebVR: Render the left eye’s view to the left half of the canvas gl.viewport(0, 0, canvas.width * 0.5, canvas.height); gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.leftProjectionMatrix); gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.leftViewMatrix); drawGeometry(); // WebVR: Render the right eye’s view to the right half of the canvas gl.viewport(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height); gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.rightProjectionMatrix); gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.rightViewMatrix); drawGeometry(); function drawGeometry() { // draw the view for each eye } ... // WebVR: Indicate that we are ready to present the rendered frame to the VR display vrDisplay.submitFrame(); }
Note: You can see this complete code at raw-webgl-example.
Specification | Status | Comment |
---|---|---|
WebVR 1.1 The definition of 'submitFrame()' in that specification. | Draft | Initial definition |
Desktop | ||||||
---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
Basic support | No | 15 | 55
|
No | ? | ? |
Mobile | |||||||
---|---|---|---|---|---|---|---|
Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
Basic support | No | 56
|
? | ? | ? | ? | 6.0 |
© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/submitFrame