1. Introduction
Hardware that enables Virtual Reality applications requires high-precision, low-latency interfaces to deliver an acceptable experience. Other interfaces, such as device orientation events, can be repurposed to surface VR input but doing so dilutes the interface’s original intent and often does not provide the precision necessary for high-quality VR. The WebVR API provides purpose-built interfaces to VR hardware to allow developers to build compelling, comfortable VR experiences.
2. DOM Interfaces
This section describes the interfaces and functionality added to the DOM to support runtime access to the functionality described above.
2.1. VRDisplay
The VRDisplay
interface forms the base of all VR devices supported by this API. It includes generic information such as device IDs and descriptions.
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. */ long requestAnimationFrame(FrameRequestCallback callback); /** * Passing the value returned by `requestAnimationFrame` to * `cancelAnimationFrame` will unregister the callback. */ void cancelAnimationFrame(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<void> requestPresent(sequence<VRLayer> layers); /** * Stops presenting to the VRDisplay. */ Promise<void> exitPresent(); /** * Get the layers currently being presented. */ sequence<VRLayer> 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(); };
2.1.1. Attributes
isConnected The isConnected
attribute MUST return the VRDisplay
's connected state.
isPresenting The isPresenting
attribute MUST return the VRDisplay
's presentation state.
capabilities The capabilities
attribute MUST return the VRDisplay
's VRDisplayCapabilities
object, a dictionary of capabilities describing the VRDisplay
.
getEyeParameters() Returns the current VREyeParameters
for the given eye. The eye parameters MAY change at any time due to external factors, such as the user changing the IPD with hardware controls.
getFrameData() Populates the provided VRFrameData
object with the VRPose
and view and projection matricies for the current frame. These values describe the position, orientation, acceleration, and velocity of the VRDisplay
that should be used when rendering the next frame of a scene. The User Agent MAY optionally use predictive techniques to estimate what these values will be at the time that the next frame will be displayed to the user. Subsequent calls to getFrameData()
MUST provide the same values until the next call to submitFrame()
. Returns true if the the provided VRFrameData
object was successfully updated, false otherwise.
getPose() (Deprecated) Returns a VRPose
describing the position, orientation, acceleration, and velocity of the VRDisplay
that should be used when rendering the next frame of a scene. The User Agent MAY optionally use predictive techniques to estimate what the pose will be at the time that the next frame will be displayed to the user. Subsequent calls to getPose()
MUST return a VRPose
with the same values until the next call to submitFrame()
.
This function is deprecated but is preserved for backwards compatibility. Using it MAY incur warnings from the User Agent. Prefer using getFrameData()
, which also provides a VRPose
, instead.
resetPose() Reset the pose for the VRDisplay
, treating its current position and orientation as the "origin/zero" values. Future values returned from getFrameData()
or getPose()
will describe positions relative to the VRDisplay
's position when resetPose()
was last called and will treat the display’s yaw when resetPose()
was last called as the forward orientation. The VRDisplay
's reported roll and pitch do not change when resetPose()
is called as they are relative to gravity. Calling resetPose()
may change the sittingToStandingTransform
matrix of the VRStageParameters
.
requestAnimationFrame() Functionally equivalent to window.requestAnimationFrame when the VRDisplay
is not presenting. When the VRDisplay
is presenting the callback is called at the native refresh rate of the VRDisplay
.
cancelAnimationFrame() Passing the value returned by requestAnimationFrame()
to will unregister the callback.
requestPresent() Begins presenting the contents of the specified VRLayer
array on the VRDisplay
and fulfills the returned promise when presentation has begun. If canPresent
is false the promise MUST be rejected. If the VRLayer
array contains more than maxLayers
elements the promise MUST be rejected. If requestPresent()
is called outside of a user gesture the promise MUST be rejected. The user agent MAY reject the promise for any other reason. If the VRDisplay
is already presenting when requestPresent()
is called the VRDisplay
SHOULD update the VRLayer
list being presented. If a call to requestPresent()
is rejected while the VRDisplay
is already presenting the VRDisplay
MUST end presentation.
exitPresent() Ends presentation to the VRDisplay
and fulfills the returned promise when fully exited. If the VRDisplay
is not presenting the promise MUST be rejected.
getLayers() Returns an array with the VRLayer
currently being presented. MUST return an empty array if the VRDisplay
is not currently presenting. If the VRDisplay
is presenting MUST return an array containing the VRLayer
s last passed to requestPresent()
.
submitFrame() Captures the current state of the VRLayer
currently being presented and displays it on the VRDisplay
. It is assumed that the frame was rendered using the VRPose
and matrices provided by the last call to getFrameData()
. If getFrameData()
was not called prior to calling submitFrame()
the user agent MAY warn the user of potentially malformed visuals or prevent the frame from being shown at all.
VRDisplay
.
var frameData = new VRFrameData(); // Render a single frame of VR data. function onVRFrame() { // Schedule the next frame’s callback vrDisplay.requestAnimationFrame(onVRFrame); // Poll the VRDisplay for the current frame’s matrices and pose vrDisplay.getFrameData(frameData); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Render to 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(); // Render to 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(); // Indicate that we are ready to present the rendered frame to the VRDisplay vrDisplay.submitFrame(); } // Begin presentation (must be called within a user gesture) vrDisplay.requestPresent([{ source: canvas }]).then(function() { vrDisplay.requestAnimationFrame(onVRFrame); });
2.2. VRLayer
The VRLayer
interface is provided to a VRDisplay
and presented in the HMD.
typedef (HTMLCanvasElement or OffscreenCanvas) VRSource; dictionary VRLayer { VRSource? source = null; sequence<float>? leftBounds = [ ]; sequence<float>? rightBounds = [ ]; };
2.2.1. Attributes
source The source
attribute defines the canvas whose contents will be presented by the VRDisplay
when VRDisplay
.submitFrame()
is called.
leftBounds The leftBounds
attribute contains four values defining the texture bounds within the source
canvas to present to the eye in UV space: [0]
left offset of the bounds (0.0 - 1.0); [1]
top offset of the bounds (0.0 - 1.0); [2]
width of the bounds (0.0 - 1.0); [3]
height of the bounds (0.0 - 1.0). The leftBounds
MUST default to [0.0, 0.0, 0.5, 1.0]
.
rightBounds The rightBounds
attribute contains four values defining the texture bounds rectangle within the source
canvas to present to the eye in UV space: [0]
left offset of the bounds (0.0 - 1.0); [1]
top offset of the bounds (0.0 - 1.0); [2]
width of the bounds (0.0 - 1.0); [3]
height of the bounds (0.0 - 1.0). The rightBounds
MUST default to [0.5, 0.0, 0.5, 1.0]
.
2.3. VRDisplayCapabilities
The VRDisplayCapabilities
interface describes the capabilities of a VRDisplay
. These are expected to be static per-device/per-user.
interface VRDisplayCapabilities { readonly attribute boolean hasPosition; readonly attribute boolean hasOrientation; readonly attribute boolean hasExternalDisplay; readonly attribute boolean canPresent; readonly attribute unsigned long maxLayers; };
2.3.1. Attributes
hasPosition The hasPosition
attribute MUST return whether the VRDisplay
is capable of tracking its position.
hasOrientation The hasOrientation
attribute MUST return whether the VRDisplay
is capable of tracking its orientation.
hasExternalDisplay The hasExternalDisplay
attribute MUST return whether the VRDisplay
is separate from the device’s primary display. If presenting VR content will obscure other content on the device, this should be false. When false, the application should not attempt to mirror VR content or update non-VR UI because that content will not be visible.
canPresent The canPresent
attribute MUST return whether the VRDisplay
is capable of presenting content to an HMD or similar device. Can be used to indicate "magic window" devices that are capable of 6DoF tracking but for which VRDisplay
.requestPresent()
is not meaningful. If false then calls to VRDisplay
.requestPresent()
should always fail, and VRDisplay
.getEyeParameters()
should return null.
maxLayers Indicates the maximum length of the array that requestPresent()
will accept. MUST be 1 if canPresent
is true, 0 otherwise.
Note: Future revisions of this spec may allow multiple layers to enable more complex rendering effects such as compositing WebGL and DOM elements together. That functionality is not allowed by this revision of the spec.
2.4. VREye
enum VREye {
"left",
"right"
};
2.5. VRFieldOfView
(Deprecated) The VRFieldOfView
interface represents a field of view, as given by 4 degrees describing the view from a center point.
interface VRFieldOfView { readonly attribute double upDegrees; readonly attribute double rightDegrees; readonly attribute double downDegrees; readonly attribute double leftDegrees; };
2.6. VRPose
The VRPose interface represents a sensor’s state at a given timestamp.
interface VRPose { readonly attribute Float32Array? position; readonly attribute Float32Array? linearVelocity; readonly attribute Float32Array? linearAcceleration; readonly attribute Float32Array? orientation; readonly attribute Float32Array? angularVelocity; readonly attribute Float32Array? angularAcceleration; };
2.6.1. Attributes
position Position of the VRDisplay
as a 3D vector. Position is given in meters from
an origin point, which is either the position the sensor was first read at or
the position of the sensor at the point that resetPose()
was last called.
The coordinate system uses these axis definitions:
-
Positive X is to the user’s right.
-
Positive Y is up.
-
Positive Z is behind the user.
All positions are given relative to the identity orientation in sitting space.
MAY be null if the sensor is incapable of providing positional data. User agents
MAY provide emulated position values through techniques such as neck modeling,
but when doing so SHOULD report VRDisplayCapabilities
.hasPosition
as
false. When not null MUST be a three-element array.
linearVelocity Linear velocity of the sensor given in meters per second. MAY be null if the sensor is incapable of providing linear velocity. When not null MUST be a three-element array.
linearAcceleration Linear acceleration of the sensor given in meters per second squared. MAY be null if the sensor is incapable of providing linear acceleration. When not null MUST be a three-element array.
orientation Orientation of the sensor as a quaternion. The orientation yaw (rotation around
the Y axis) is relative to the initial yaw of the sensor when it was first read
or the yaw of the sensor at the point that resetPose()
was last called. An
orientation of [0, 0, 0, 1] is considered to be "forward". MAY be null if the
sensor is incapable of providing orientation data. When not null MUST be a
four-element array.
angularVelocity Angular velocity of the sensor given in radians per second. MAY be null if the sensor is incapable of providing angular velocity. When not null MUST be a three-element array.
angularAcceleration Angular acceleration of the sensor given in radians per second squared. MAY be null if the sensor is incapable of providing angular acceleration. When not null MUST be a three-element array.
VRPose
:
function poseToMatrix (pose) { var out = new Float32Array(16); // If the orientation or position are null, provide defaults. var q = pose.orientation ? pose.orientation : [0, 0, 0, 1]; var v = pose.position ? pose.position : [0, 0, 0]; // Compute some values for the quaternion math. var x2 = q[0] + q[0]; var y2 = q[1] + q[1]; var z2 = q[2] + q[2]; var xx = q[0] * x2; var xy = q[0] * y2; var xz = q[0] * z2; var yy = q[1] * y2; var yz = q[1] * z2; var zz = q[2] * z2; var wx = q[3] * x2; var wy = q[3] * y2; var wz = q[3] * z2; out[0] = 1 - (yy + zz); out[1] = xy + wz; out[2] = xz - wy; out[3] = 0; out[4] = xy - wz; out[5] = 1 - (xx + zz); out[6] = yz + wx; out[7] = 0; out[8] = xz + wy; out[9] = yz - wx; out[10] = 1 - (xx + yy); out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; }
2.7. VRFrameData
The VRFrameData interface represents all the information needed to render a single frame of a VR scene.
[Constructor] interface VRFrameData { readonly attribute DOMHighResTimeStamp timestamp; readonly attribute Float32Array leftProjectionMatrix; readonly attribute Float32Array leftViewMatrix; readonly attribute Float32Array rightProjectionMatrix; readonly attribute Float32Array rightViewMatrix; readonly attribute VRPose pose; };
2.7.1. Attributes
timestamp Monotonically increasing value that allows the author to determine if position
state data been updated from the hardware. Since values are monotonically
increasing, they can be compared to determine the ordering of updates, as newer
values will always be greater than or equal to older values. The timestamp
starts at 0 the first time getFrameData()
is invoked for a given VRDisplay
.
leftProjectionMatrix A 4x4 matrix describing the projection to be used for the left eye’s rendering, given as a 16 element array in column major order. This value may be passed directly to WebGL’s uniformMatrix4fv function. It is highly recommended that applications use this matrix without modification. Failure to use this projection matrix when rendering may cause the presented frame to be distorted or badly aligned, resulting in varying degrees of user discomfort.
leftViewMatrix A 4x4 matrix describing the view transform to be used for the left eye’s rendering, given as a 16 element array in column major order. Represents the inverse of the model matrix of the left eye in sitting space. This value may be passed directly to WebGL’s uniformMatrix4fv function. It is highly recommended that applications use this matrix when rendering.
rightProjectionMatrix A 4x4 matrix describing the projection to be used for the right eye’s rendering, given as a 16 element array in column major order. This value may be passed directly to WebGL’s uniformMatrix4fv function. It is highly recommended that applications use this matrix without modification. Failure to use this projection matrix when rendering may cause the presented frame to be distorted or badly aligned, resulting in varying degrees of user discomfort.
rightViewMatrix A 4x4 matrix describing the view transform to be used for the right eye’s rendering, given as a 16 element array in column major order. Represents the inverse of the model matrix of the right eye in sitting space. This value may be passed directly to WebGL’s uniformMatrix4fv function. It is highly recommended that applications use this matrix when rendering.
pose The VRPose
of the VRDisplay
at timestamp
.
2.8. VREyeParameters
The VREyeParameters
interface represents all the information required to correctly render a scene for a given eye.
interface VREyeParameters { readonly attribute Float32Array offset; [SameObject] readonly attribute VRFieldOfView fieldOfView; readonly attribute unsigned long renderWidth; readonly attribute unsigned long renderHeight; };
2.8.1. Attributes
offset Offset from the center point between the users eyes to the center of the eye in meters. This value SHOULD represent half of the user’s interpupillary distance (IPD), but MAY also represent the distance from the center point of the headset to the center point of the lens for the given eye. Values for the left eye MUST be negative; values for the right eye MUST be positive. This information should not be used to construct a view matrix, prefer using the view matricies provided in VRFrameData
instead.
fieldOfView (Deprecated) The current field of view for the eye. SHOULD conservatively cover the entire viewable frustum of the eye. The application should not use these values to construct a projection matrix, as it may not take into account all aspects of the VRDisplay
optics. Prefer using the projection matrices provided in VRFrameData
instead.
renderWidth Describes the recommended render target width of each eye viewport, in pixels. If multiple eyes are rendered in a single render target, then the render target should be made large enough to fit both viewports. The renderWidth
for the left eye and right eye MUST NOT overlap, and the renderWidth
for the right eye MUST be to the right of the renderWidth
for the left eye.
renderHeight Describes the recommended render target height of each eye viewport, in pixels. If multiple eyes are rendered in a single render target, then the render target should be made large enough to fit both viewports. The renderWidth
for the left eye and right eye MUST NOT overlap, and the renderWidth
for the right eye MUST be to the right of the renderWidth
for the left eye.
renderWidth
and renderHeight
for both eyes as follows:
var leftEye = vrDisplay.getEyeParameters("left"); var rightEye = vrDisplay.getEyeParameters("right"); canvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2; canvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
2.9. VRStageParameters
The VRStageParameters
interface represents the values describing the the stage/play area for devices that support room-scale experiences.
interface VRStageParameters { readonly attribute Float32Array sittingToStandingTransform; readonly attribute float sizeX; readonly attribute float sizeZ; };
2.9.1. Attributes
sittingToStandingTransform The sittingToStandingTransform
attribute is a 16-element array containing the components of a 4x4 affine transformation matrix in column-major order. This matrix transforms the sitting-space view matrices of VRFrameData
to standing-space. Multiplying the inverse of this matrix with the leftViewMatrix
or rightViewMatrix
will result in a standing space view matrix for the respective eye.
sizeX Width of the play-area bounds in meters. The bounds are defined as an axis-aligned rectangle on the floor. The center of the rectangle is at (0,0,0) in standing-space coordinates. These bounds are defined for safety purposes. Content should not require the user to move beyond these bounds; however, it is possible for the user to ignore the bounds resulting in position values outside of this rectangle.
sizeZ Depth of the play-area bounds in meters. The bounds are defined as an axis-aligned rectangle on the floor. The center of the rectangle is at (0,0,0) in standing-space coordinates. These bounds are defined for safety purposes. Content should not require the user to move beyond these bounds; however, it is possible for the user to ignore the bounds resulting in position values outside of this rectangle.
2.10. Navigator Interface extension
partial interface Navigator { Promise<sequence<VRDisplay>> getVRDisplays(); readonly attribute FrozenArray<VRDisplay> activeVRDisplays; readonly attribute boolean vrEnabled; };
2.10.1. Attributes
getVRDisplays() Return a Promise which resolves to a list of available VRDisplay
s. The Promise MUST be rejected if the Document
object is inside an iframe that does not have the allowvr
attribute set.
activeVRDisplays activeVRDisplays
includes every VRDisplay
that is currently presenting.
vrEnabled The vrEnabled
attribute’s getter must return true if the context object is allowed to use the feature indicated by attribute name allowvr
and VR is supported, and false otherwise.
VRDisplay
.
var vrDisplay; navigator.getVRDisplays().then(function (displays) { // Use the first display in the array if one is available. If multiple // displays are present, you may want to present the user with a way to // select which display to use. if (displays.length > 0) { vrDisplay = displays[0]; } });
2.11. VRDisplayEventReason
enum VRDisplayEventReason {
"navigation",
"mounted",
"unmounted",
};
2.11.1. Reasons
navigation The page has been navigated to from a context that allows this page to begin presenting immediately, such as from another site that was already in VR presentation mode.
mounted The VRDisplay
has detected that the user has put it on.
unmounted The VRDisplay
has detected that the user has taken it off.
2.12. VRDisplayEvent
[Constructor(VRDisplayEventInit eventInitDict)] interface VRDisplayEvent : Event { readonly attribute VRDisplay display; readonly attribute VRDisplayEventReason? reason; }; dictionary VRDisplayEventInit : EventInit { required VRDisplay display; VRDisplayEventReason reason; };
2.12.1. Attributes
display The VRDisplay
associated with this event.
reason VRDisplayEventReason
describing why this event has has been fired.
2.13. Window Interface extension
partial interface Window { attribute EventHandler onvrdisplayconnect; attribute EventHandler onvrdisplaydisconnect; attribute EventHandler onvrdisplayactivate; attribute EventHandler onvrdisplaydeactivate; attribute EventHandler onvrdisplayblur; attribute EventHandler onvrdisplayfocus; attribute EventHandler onvrdisplaypresentchange; };
User agents implementing this specification MUST provide the following new DOM events. The corresponding events must be of type VRDisplayEvent
and must fire on the window object. Registration for and firing of the events must follow the usual behavior of DOM4 Events.
onvrdisplayconnect A user agent MAY dispatch this event type to indicate that a VRDisplay
has been connected.
onvrdisplaydisconnect A user agent MAY dispatch this event type to indicate that a VRDisplay
has been disconnected.
onvrdisplayactivate A user agent MAY dispatch this event type to indicate that something has occured which suggests the VRDisplay
should be presented to. For example, if the VRDisplay
is capable of detecting when the user has put it on, this event SHOULD fire when they do so with the reason "mounted".
onvrdisplaydeactivate A user agent MAY dispatch this event type to indicate that something has occured which suggests the VRDisplay
should exit presentation. For example, if the VRDisplay
is capable of detecting when the user has taken it off, this event SHOULD fire when they do so with the reason "unmounted".
onvrdisplayblur A user agent MAY dispatch this event type to indicate that presentation to the display by the page is paused by the user agent, OS, or VR hardware. While a VRDisplay
is blurred it does not lose it’s presenting status (isPresenting
continues to report true) but getFrameData()
returns false without updating the provided VRFrameData
and getPose()
returns null. This is to prevent tracking while the user interacts with potentially sensitive UI. For example: A user agent SHOULD blur the presenting application when the user is typing a URL into the browser with a virtual keyboard, otherwise the presenting page may be able to guess the URL the user is entering by tracking their head motions.
onvrdisplayfocus A user agent MAY dispatch this event type to indicate that presentation to the display by the page has resumed after being blurred.
onvrdisplaypresentchange A user agent MUST dispatch this event type to indicate that a VRDisplay
has begun or ended VR presentation. This event should not fire on subsequent calls to requestPresent()
after the VRDisplay
has already begun VR presentation.
2.14. allowvr iframe attribute
partial interface HTMLIFrameElement { attribute boolean allowvr; };
The allowvr
attribute is a boolean attribute. When specified, it indicates that Document
objects in the iframe element’s browsing context are to be allowed to access VR devices (if it’s not blocked for other reasons, e.g. there is another ancestor iframe without this attribute set). Document
objects in an iframe element without this attribute should reject calls to getVRDisplays()
and should not fire any VRDisplayEvent
.
<body> <p>This iframe is allowed to use VR features</p> <iframe src="https://vr.example.com/embed?id=67445" allowvr></iframe> </body>
2.15. Gamepad Interface extension
partial interface Gamepad { readonly attribute unsigned long displayId; };
2.15.1. Attributes
displayId Return the displayId
of the VRDisplay
this Gamepad
is associated with. A Gamepad
is considered to be associated with a VRDisplay
if it reports a pose that is in the same space as the VRDisplay
pose. If the Gamepad
is not associated with a VRDisplay
should return 0.
3. Security Considerations
While not directly affecting the API interface and Web IDL, WebVR implementations should maintain the user’s expectations of privacy, security, and comfort on the Web by adhering to the following guidelines:
-
Trusted UI must be drawn by an independent rendering context who’s state is isolated from that of the WebGL contexts provided as a
VRLayer
source to aVRDisplay
. -
A "VR Compositor" runs asynchronously from content, responsible for compositing the trusted and untrusted content. If content is not performant or does not submit frames, or terminates unexpectedly the browser should be able to continue presenting a responsive front-end.
-
Users should always be provided an action, such as pressing a reserved hardware button or performing a gesture, that escapes out of WebVR content and displays the browsers trusted UI.
-
When navigating between pages in VR the browser should display trusted UI elements informing the user of the security information of the site they are navigating to which is normally presented by the 2D UI, such as the URL and encryption status.
-
The
VRDisplay
pose and other VR inputs are only updated for the focused page. -
The Gamepad API will be updated such that the gamepad inputs are only updated for the focused page.
-
Non-focused tabs are allowed to enumerate
Gamepad
s andVRDisplay
s but will see last received state or default values. -
To prevent CORS-related vulnerabilities, each page will see a new instance of objects returned by the WebVR API, such as
VRDisplay
. Attributes such as theVRLayer
.source
set by one page must not be able to be read by another.