Deprecated: This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
Non-standard: This feature is non-standard and is not on a standards track. Do not use it on production sites facing the Web: it will not work for every user. There may also be large incompatibilities between implementations and the behavior may change in the future.
The requestAnimationFrame()
method of the VRDisplay
interface is a special implementation of Window.requestAnimationFrame
containing a callback function that will be called every time a new frame of the VRDisplay
presentation is rendered:
- When the
VRDisplay
is not presenting a scene, this is functionally equivalent to Window.requestAnimationFrame
. - When the
VRDisplay
is presenting, the callback is called at its native refresh rate.
requestAnimationFrame(callback)
A long representing the handle of the requestAnimationFrame()
call. This can then be passed to a VRDisplay.cancelAnimationFrame()
call to unregister the callback.
const frameData = new VRFrameData();
let vrDisplay;
navigator.getVRDisplays().then((displays) => {
vrDisplay = displays[0];
console.log("Display found");
btn.addEventListener("click", () => {
vrDisplay.requestPresent([{ source: canvas }]).then(() => {
drawVRScene();
});
});
});
function drawVRScene() {
vrSceneFrame = vrDisplay.requestAnimationFrame(drawVRScene);
vrDisplay.getFrameData(frameData);
const curFramePose = frameData.pose;
const curPos = curFramePose.position;
const curOrient = curFramePose.orientation;
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projectionMatrixLocation = gl.getUniformLocation(
shaderProgram,
"projMatrix",
);
const viewMatrixLocation = gl.getUniformLocation(shaderProgram, "viewMatrix");
gl.viewport(0, 0, canvas.width * 0.5, canvas.height);
gl.uniformMatrix4fv(
projectionMatrixLocation,
false,
frameData.leftProjectionMatrix,
);
gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.leftViewMatrix);
drawGeometry();
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() {
}
vrDisplay.submitFrame();
}
This method was part of the old WebVR API that has been superseded by the WebXR Device API. It is no longer on track to becoming a standard.
Until all browsers have implemented the new WebXR APIs, it is recommended to rely on frameworks, like A-Frame, Babylon.js, or Three.js, or a polyfill, to develop WebXR applications that will work across all browsers [1].