/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ enum VREye { "left", "right" }; // https://w3c.github.io/webvr/#interface-vrdisplay [Pref="dom.webvr.enabled"] interface VRDisplay : EventTarget { readonly attribute boolean isConnected; 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); /** * Return a VRPose containing the future predicted pose of the VRDisplay * when the current frame will be presented. The value returned will not * change until JavaScript has returned control to the browser. * * The VRPose will contain the position, orientation, velocity, * and acceleration of each of these properties. */ [NewObject] VRPose getPose(); /** * Reset the pose for this display, treating its current position and * orientation as the "origin/zero" values. VRPose.position, * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be * updated when calling resetPose(). This should be called in only * sitting-space experiences. */ void resetPose(); /** * 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. */ unsigned long requestAnimationFrame(FrameRequestCallback callback); /** * Passing the value returned by `requestAnimationFrame` to * `cancelAnimationFrame` will unregister the callback. */ void cancelAnimationFrame(unsigned long handle); /** * Begin presenting to the VRDisplay. Must be called in response to a user gesture. * Repeat calls while already presenting will update the VRLayers 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 requestPresent(sequence layers); /** * Stops presenting to the VRDisplay. */ Promise exitPresent(); /** * Get the layers currently being presented. */ sequence getLayers(); /** * The VRLayer 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. */ void submitFrame(); };