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// Archived version of the WebVR spec from
// https://w3c.github.io/webvr/archive/prerelease/1.1/index.html
[Exposed=Window]
interface VRDisplay : EventTarget {
readonly attribute boolean isPresenting;
/**
* Dictionary of capabilities describing the VRDisplay.
*/
[SameObject] readonly attribute VRDisplayCapabilities capabilities;
/**
* If this VRDisplay supports room-scale experiences, the optional
* stage attribute contains details on the room-scale parameters.
* The stageParameters attribute can not change between null
* and non-null once the VRDisplay is enumerated; however,
* the values within VRStageParameters may change after
* any call to VRDisplay.submitFrame as the user may re-configure
* their environment at any time.
*/
readonly attribute VRStageParameters? stageParameters;
/**
* Return the current VREyeParameters for the given eye.
*/
VREyeParameters getEyeParameters(VREye whichEye);
/**
* An identifier for this distinct VRDisplay. Used as an
* association point in the Gamepad API.
*/
readonly attribute unsigned long displayId;
/**
* A display name, a user-readable name identifying it.
*/
readonly attribute DOMString displayName;
/**
* Populates the passed VRFrameData with the information required to render
* the current frame.
*/
boolean getFrameData(VRFrameData frameData);
/**
* z-depth defining the near plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 0.01.
*/
attribute double depthNear;
/**
* z-depth defining the far plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 10000.0.
*/
attribute double depthFar;
/**
* The callback passed to `requestAnimationFrame` will be called
* any time a new frame should be rendered. When the VRDisplay is
* presenting the callback will be called at the native refresh
* rate of the HMD. When not presenting this function acts
* identically to how window.requestAnimationFrame acts. Content should
* make no assumptions of frame rate or vsync behavior as the HMD runs
* asynchronously from other displays and at differing refresh rates.
*/
long requestAnimationFrame(FrameRequestCallback callback);
/**
* Passing the value returned by `requestAnimationFrame` to
* `cancelAnimationFrame` will unregister the callback.
*/
undefined cancelAnimationFrame(long handle);
/**
* Begin presenting to the VRDisplay. Must be called in response to a user gesture.
* Repeat calls while already presenting will update the layers being displayed.
* If the number of values in the leftBounds/rightBounds arrays is not 0 or 4 for any of the passed layers the promise is rejected
* If the source of any of the layers is not present (null), the promise is rejected.
*/
Promise<undefined> requestPresent(sequence<VRLayerInit> layers);
/**
* Stops presenting to the VRDisplay.
*/
Promise<undefined> exitPresent();
/**
* Get the layers currently being presented.
*/
sequence<VRLayerInit> getLayers();
/**
* The layer provided to the VRDisplay will be captured and presented
* in the HMD. Calling this function has the same effect on the source
* canvas as any other operation that uses its source image, and canvases
* created without preserveDrawingBuffer set to true will be cleared.
*/
undefined submitFrame();
};
typedef (HTMLCanvasElement or
OffscreenCanvas) VRSource;
dictionary VRLayerInit {
VRSource? source = null;
sequence<float> leftBounds = [];
sequence<float> rightBounds = [];
};
[Exposed=Window]
interface VRDisplayCapabilities {
readonly attribute boolean hasPosition;
readonly attribute boolean hasExternalDisplay;
readonly attribute boolean canPresent;
readonly attribute unsigned long maxLayers;
};
enum VREye {
"left",
"right"
};
[Exposed=Window]
interface VRPose {
readonly attribute Float32Array? position;
readonly attribute Float32Array? linearVelocity;
readonly attribute Float32Array? linearAcceleration;
readonly attribute Float32Array? orientation;
readonly attribute Float32Array? angularVelocity;
readonly attribute Float32Array? angularAcceleration;
};
[Exposed=Window]
interface VRFrameData {
constructor();
readonly attribute Float32Array leftProjectionMatrix;
readonly attribute Float32Array leftViewMatrix;
readonly attribute Float32Array rightProjectionMatrix;
readonly attribute Float32Array rightViewMatrix;
readonly attribute VRPose pose;
};
[Exposed=Window]
interface VREyeParameters {
readonly attribute Float32Array offset;
readonly attribute unsigned long renderWidth;
readonly attribute unsigned long renderHeight;
};
[Exposed=Window]
interface VRStageParameters {
readonly attribute Float32Array sittingToStandingTransform;
readonly attribute float sizeX;
readonly attribute float sizeZ;
};
partial interface Navigator {
Promise<sequence<VRDisplay>> getVRDisplays();
readonly attribute FrozenArray<VRDisplay> activeVRDisplays;
readonly attribute boolean vrEnabled;
};
enum VRDisplayEventReason {
"mounted",
"navigation",
"requested",
"unmounted"
};
[Exposed=Window]
interface VRDisplayEvent : Event {
constructor(DOMString type, VRDisplayEventInit eventInitDict);
readonly attribute VRDisplay display;
readonly attribute VRDisplayEventReason? reason;
};
dictionary VRDisplayEventInit : EventInit {
required VRDisplay display;
VRDisplayEventReason reason;
};
partial interface Window {
attribute EventHandler onvrdisplayconnect;
attribute EventHandler onvrdisplaydisconnect;
attribute EventHandler onvrdisplayactivate;
attribute EventHandler onvrdisplaydeactivate;
attribute EventHandler onvrdisplayblur;
attribute EventHandler onvrdisplayfocus;
attribute EventHandler onvrdisplaypresentchange;
};
partial interface Gamepad {
readonly attribute unsigned long displayId;
};
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