This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The submitFrame() method of the VRDisplay interface captures the current state of the VRLayerInit currently being presented and displays it on the VRDisplay.
The frame should subsequently be rendered using the VRPose and matrices provided by the last call to getFrameData().
Syntax
vrDisplayInstance.submitFrame();
Parameters
None.
Return value
Void.
Examples
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
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.
Specifications
| Specification | Status | Comment |
|---|---|---|
| WebVR 1.1 The definition of 'submitFrame()' in that specification. |
Editor's Draft | Initial definition |
Browser compatibility
| Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
|---|---|---|---|---|---|---|
| Basic support | No support[1] | (Yes) | 55 (55)[2] | No support | No support | No support |
| Feature | Android | Edge | Firefox Mobile (Gecko) | IE Phone | Opera Mobile | Safari Mobile | Chrome for Android | Samsung Internet for GearVR |
|---|---|---|---|---|---|---|---|---|
| Basic support | No support | No support | 55.0 (55) | No support | No support | No support | (Yes)[3] | (Yes) |
[1] API Available on all platforms behind a flag, but currently only works on desktop in an experimental version of Chrome (other builds won't return any devices when Navigator.getVRDisplays() is invoked).
[2] Currently only Windows support is enabled by default. Mac support is available in Firefox Nightly.
[3] Currently supported only by Google Daydream.
See also
- WebVR API homepage
- MozVr.com — demos, downloads, and other resources from the Mozilla VR team.