leftViewMatrix
は、VRFrameData
インタフェースの読み取り専用プロパティであり、4行4列の行列を表すFloat32Array
返します。この行列は、左目の描画に利用されるビュー変換を表します。
この値は、WebGLのuniformMatrix4fv
関数へ直接渡されるでしょう。
重要: 描画時にアプリケーションがこの行列を使用することを強く薦めます。
文法
var myLVM = vrFrameDataInstance.leftViewMatrix;
値
Float32Array
型のオブジェクトです。
例
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.
仕様
仕様 | 状況 | コメント |
---|---|---|
WebVR 1.1 leftViewMatrix の定義 |
ドラフト | 初版 |
ブラウザ互換性
機能 | Android webview | Chrome for Android | Edge mobile | Firefox for Android | Opera Android | iOS Safari | Samsung Internet |
---|---|---|---|---|---|---|---|
基本対応 | なし | 561 2 3 4 | ? | ? | ? | ? | 6.0 |
1. Only works in an experimental version of Chrome. (Other builds won't return any devices when Navigator.getVRDisplays()
is invoked.)
2. Daydream View supported in Chrome 56.
3. Google Cardboard supported in Chrome 57.
4. From version 56: this feature is behind the WebVR
preference. To change preferences in Chrome, visit chrome://flags.
5. Windows support was enabled in Firefox 55.
6. macOS support was enabled in Firefox 60.
関連項目
- WebVR API homepage (英語)
- MozVr.com (英語) — デモ、ダウンロード、Mozilla VRチームからのその他のリソース