VRFrameData - Web APIs 编辑

Experimental

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

The VRFrameData interface of the WebVR API represents all the information needed to render a single frame of a VR scene; constructed by VRDisplay.getFrameData().

Constructor

VRFrameData.VRFrameData()
Creates a VRFrameData object instance.

Properties

VRFrameData.leftProjectionMatrix Read only
A Float32Array representing a 4x4 matrix that describes the projection to be used for the left eye’s rendering.
VRFrameData.leftViewMatrix Read only
A Float32Array representing a 4x4 matrix that describes the view transform to be used for the left eye’s rendering.
VRFrameData.pose Read only
The VRPose of the VRDisplay at the current VRFrameData.timestamp.
VRFrameData.rightProjectionMatrix Read only
A Float32Array representing a 4x4 matrix that describes the projection to be used for the right eye’s rendering.
VRFrameData.rightViewMatrix Read only
A Float32Array representing a 4x4 matrix that describes the view transform to be used for the right eye’s rendering.
VRFrameData.timestamp Read only
A constantly increasing timestamp value representing the time a frame update occurred.

Examples

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
  // curFramePose is a VRPose object
  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.

Specifications

SpecificationStatusComment
WebVR 1.1
The definition of 'VRDisplayEvent' in that specification.
DraftInitial definition

Browser compatibility

BCD tables only load in the browser

See also

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