The XRWebGLLayer
interface's getViewport()
method returns the XRViewport
that should be used to render the specified XRView
into the WebGL layer. For WebXR devices which use a single framebuffer for both the left and right eyes, the returned viewport represents the region of the framebuffer into which the scene should be rendered for the eye represented by the view.
A XRViewport
object representing the viewport which will restrict drawing to the portion of the layer corresponding to the specified view
.
This example demonstrates in part what the callback for the requestAnimationFrame()
function might look like, using getViewport()
to get the viewport so that drawing can be constrained to the area set aside for the eye whose viewpoint is currently being rendered.
This works because the set of views returned by an XRViewerPose
each represent one eye's perspective on the scene. Since the framebuffer is split in half, one half for each eye, setting the WebGL viewport to match the WebXR layer's viewport will ensure that when rendering the scene for the current eye's pose, it is rendered into the correct half of the framebuffer.
<<<--- add link to appropriate section in the Cameras and views article --->>>
function drawFrame(time, frame) {
const session = frame.session;
const pose = frame.getViewerPose(mainReferenceSpace);
if (pose) {
const glLayer = session.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
gl.clearColor(0, 0, 0, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT, gl.DEPTH_COLOR_BIT);
for (const view of pose.views) {
const viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
}
}
}