OVR_multiview2 extension - Web APIs | MDN
Constants
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_TYPEis notNONE, the framebuffer is considered incomplete. CallingcheckFramebufferStatusfor a framebuffer in this state returnsFRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR.
Instance methods
framebufferTextureMultiviewOVR()-
Simultaneously renders to multiple elements of a 2D texture array.
Examples
This example is taken from the specification.
js
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(/* … */); // draw will be broadcasted to the layers of colorTex and depthStencilTex.
Shader code
glsl
#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.
Specifications
| Specification |
|---|
| WebGL OVR_multiview2 Extension Specification |