The OVR_multiview2
extension is part of the WebGL API and adds support for rendering into multiple views simultaneously. This especially useful for virtual reality (VR) and WebXR.
For more information, see also:
WebGL extensions are available using the WebGLRenderingContext.getExtension()
method. For more information, see also Using Extensions in the WebGL tutorial.
Note: Support depends on the system's graphics driver (Windows+ANGLE and Android are supported; Windows+GL, Mac, Linux are not supported).
This extension is only available to WebGL 2 contexts as it needs GLSL 3.00 and texture arrays.
Currently, there is no way to use multiview to render to a multisampled backbuffer, so you should create contexts with antialias: false
. However, the Oculus browser (6+) also supports multisampling using the OCULUS_multiview
extension. See also this WebGL issue.
This extension exposes 4 constants that can be used in getParameter()
or getFramebufferAttachmentParameter()
.
FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR
-
Number of views of the framebuffer object attachment.
FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR
-
Base view index of the framebuffer object attachment.
MAX_VIEWS_OVR
-
The maximum number of views. Most VR headsets have two views, but there are prototypes of headset with ultra-wide FOV using 4 views which is currently the maximum number of views supported by multiview.
FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR
-
If baseViewIndex is not the same for all framebuffer attachment points where the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
is not NONE
, the framebuffer is considered incomplete. Calling checkFramebufferStatus
for a framebuffer in this state returns FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR
.
This example is taken from the specification.
const gl = document
.createElement("canvas")
.getContext("webgl2", { antialias: false });
const ext = gl.getExtension("OVR_multiview2");
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb);
const colorTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, colorTex);
gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, 512, 512, 2);
ext.framebufferTextureMultiviewOVR(
gl.DRAW_FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
colorTex,
0,
0,
2,
);
const depthStencilTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, depthStencilTex);
gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.DEPTH32F_STENCIL8, 512, 512, 2);
ext.framebufferTextureMultiviewOVR(
gl.DRAW_FRAMEBUFFER,
gl.DEPTH_STENCIL_ATTACHMENT,
depthStencilTex,
0,
0,
2,
);
gl.drawElements();
Shader code
#version 300 es
#extension GL_OVR_multiview2 : require
precision mediump float;
layout (num_views = 2) in;
in vec4 inPos;
uniform mat4 u_viewMatrices[2];
void main() {
gl_Position = u_viewMatrices[gl_ViewID_OVR] * inPos;
}
Also, see this three.js demo for a live multiview example.