WebGLRenderingContext 方法 makeXRCompatible() ensures that the rendering context described by the WebGLRenderingContext is ready to render the scene for the immersive WebXR device on which it will be displayed. If necessary, the WebGL layer may reconfigure the context to be ready to render to a different device than it originally was.

This is useful if you have an application which can start out being presented on a standard 2D display but can then be transitioned to a 3D immersion system.

句法

let makeCompatPromise = webGLRenderingContext.makeXRCompatible();
					

参数

None.

返回值

A Promise which successfully resolves once the WebGL context is ready to be used for rendering WebXR 内容。

异常

This method doesn't throw traditional exceptions; instead, the promise rejects with one of the following errors as the value passed into the rejection handler:

AbortError

Switching the context over to the WebXR-compatible context failed.

InvalidStateError

The WebGL context has been lost or there is no available WebXR device.

用法注意事项

因为 makeXRCompatible() may involve replacing the underlying WebGL context with a new one that uses the new rendering hardware, the existing contents of the context may be lost and, therefore, would need to be re-rendered. This is why the webglcontextlost and webglcontextrestored events are used: the first gives you the opportunity to discard anything you won't need anymore, while the second gives you the opportunity to load resources and prepare to render the scene in its new context.

While this method is available through the WebGLRenderingContext interface, it's actually defined by the WebXR 设备 API rather than by WebGL.

范例

This example demonstrates code logic you might find in a game that starts up using WebGL to display menus and other UI, and uses WebGL to render gameplay, but has a button on its main menu that offers an option to start the game in WebXR mode.

HTML

The HTML for the buttons looks lke this:

<button class="green button" type="button">Start Game</button>
<button class="blue button use-webxr" type="button">Start Game (VR mode)</button>
					

The first button starts the game, continuing to present the game onscreen as usual. The second button will be used to start the game in immersive-vr mode. Note the inclusion of a use-webxr class on the VR mode button. This is important, which we'll explore shortly.

JavaScript

The code that handles starting up graphics, switching to VR mode, and so forth looks like this:

const outputCanvas = document.querySelector(".output-canvas");
const gl = outputCanvas.getContext("webgl");
let xrSession = null;
let usingXR = false;
let currentScene = "scene1";
let glStartButton;
let xrStartButton;
window.addEventListener("load", (event) => {
  loadSceneResources(currentScene);
  glStartButton.addEventListener("click", handleStartButtonClick);
  xrStartButton.addEventListener("click", handleStartButtonClick);
});
outputCanvas.addEventListener("webglcontextlost", (event) => {
  /* The context has been lost but can be restored */
  event.canceled = true;
});
/* When the GL context is reconnected, reload the resources for the
   current scene. */
outputCanvas.addEventListener("webglcontextrestored", (event) => {
  loadSceneResources(currentScene);
});
async function onStartedXRSession(xrSession) {
  try {
    await gl.makeXRCompatible();
  } catch(err) {
    switch(err) {
      case AbortError:
        showSimpleMessageBox("Unable to transfer the game to your XR headset.", "Cancel");
        break;
      case InvalidStateError:
        showSimpleMessageBox("You don't appear to have a compatible XR headset available.", "Cancel");
        break;
      默认:
        handleFatalError(err);
        break;
    }
    xrSession.end();
  }
}
async function handleStartButtonClick(event) {
  if (event.target.classList.contains("use-webxr") && navigator.xr) {
    try {
      xrSession = await navigator.xr.requestSession("immersive-vr");
      usingXR = true;
    } catch(err) {
      xrSession = NULL;
      usingXR = false;
    }
  }
  startGame();
}
function startGame() {
  currentScene = "scene1";
  loadSceneResources(currentScene);
  /* and so on */
}
					

This works by having two buttons, one which starts the game normally and the other which starts the game in VR mode. These both use the handleStartButtonClick() function as their event handler. The function determines that the button clicked was the one requesting immersive-vr mode by checking to see if the button has the use-webxr class on it. If the button clicked by the user has that class (and we've confirmed that WebXR is available by ensuring that the navigator.xr property exists), we use requestSession() to request a new WebXR session and set the usingXR flag to true .

If the other button was clicked, we ensure that xrSession is NULL and clear usingXR to false .

Then the startGame() function is called to trigger the beginning of gameplay.

Handlers are provided for both webglcontextlost and webglcontextrestored ; in the first case, we make sure we're aware that the state can be recovered, while in the latter we actually reload the scene to ensure we have the correct resources for the current screen or headset configuration.

规范

规范 状态 注释
WebXR 设备 API
The definition of 'WebGLRenderingContext.makeXRCompatible()' in that specification.
工作草案 初始定义

浏览器兼容性

更新 GitHub 上的兼容性数据
桌面 移动
Chrome Edge Firefox Internet Explorer Opera Safari Android webview Chrome for Android Firefox for Android Opera for Android Safari on iOS Samsung Internet
makeXRCompatible Chrome 79 Edge 79 Firefox No IE No Opera No Safari No WebView Android No Chrome Android 79 Firefox Android No Opera Android No Safari iOS No Samsung Internet Android 11.2

图例

完整支持

完整支持

不支持

不支持

元数据

  • 最后修改:
  1. WebGL API
  2. WebGLRenderingContext
  3. 特性
    1. canvas
    2. drawingBufferHeight
    3. drawingBufferWidth
  4. 方法
    1. activeTexture()
    2. attachShader()
    3. bindAttribLocation()
    4. bindBuffer()
    5. bindFramebuffer()
    6. bindRenderbuffer()
    7. bindTexture()
    8. blendColor()
    9. blendEquation()
    10. blendEquationSeparate()
    11. blendFunc()
    12. blendFuncSeparate()
    13. bufferData()
    14. bufferSubData()
    15. checkFramebufferStatus()
    16. clear()
    17. clearColor()
    18. clearDepth()
    19. clearStencil()
    20. colorMask()
    21. commit()
    22. compileShader()
    23. compressedTexImage[23]D()
    24. compressedTexSubImage2D()
    25. copyTexImage2D()
    26. copyTexSubImage2D()
    27. createBuffer()
    28. createFramebuffer()
    29. createProgram()
    30. createRenderbuffer()
    31. createShader()
    32. createTexture()
    33. cullFace()
    34. deleteBuffer()
    35. deleteFramebuffer()
    36. deleteProgram()
    37. deleteRenderbuffer()
    38. deleteShader()
    39. deleteTexture()
    40. depthFunc()
    41. depthMask()
    42. depthRange()
    43. detachShader()
    44. disable()
    45. disableVertexAttribArray()
    46. drawArrays()
    47. drawElements()
    48. enable()
    49. enableVertexAttribArray()
    50. finish()
    51. flush()
    52. framebufferRenderbuffer()
    53. framebufferTexture2D()
    54. frontFace()
    55. generateMipmap()
    56. getActiveAttrib()
    57. getActiveUniform()
    58. getAttachedShaders()
    59. getAttribLocation()
    60. getBufferParameter()
    61. getContextAttributes()
    62. getError()
    63. getExtension()
    64. getFramebufferAttachmentParameter()
    65. getParameter()
    66. getProgramInfoLog()
    67. getProgramParameter()
    68. getRenderbufferParameter()
    69. getShaderInfoLog()
    70. getShaderParameter()
    71. getShaderPrecisionFormat()
    72. getShaderSource()
    73. getSupportedExtensions()
    74. getTexParameter()
    75. getUniform()
    76. getUniformLocation()
    77. getVertexAttrib()
    78. getVertexAttribOffset()
    79. hint()
    80. isBuffer()
    81. isContextLost()
    82. isEnabled()
    83. isFramebuffer()
    84. isProgram()
    85. isRenderbuffer()
    86. isShader()
    87. isTexture()
    88. lineWidth()
    89. linkProgram()
    90. pixelStorei()
    91. polygonOffset()
    92. readPixels()
    93. renderbufferStorage()
    94. sampleCoverage()
    95. scissor()
    96. shaderSource()
    97. stencilFunc()
    98. stencilFuncSeparate()
    99. stencilMask()
    100. stencilMaskSeparate()
    101. stencilOp()
    102. stencilOpSeparate()
    103. texImage2D()
    104. texParameter[fi]()
    105. texSubImage2D()
    106. uniform[1234][fi][v]()
    107. uniformMatrix[234]fv()
    108. useProgram()
    109. validateProgram()
    110. vertexAttrib[1234]f[v]()
    111. vertexAttribPointer()
    112. viewport()
  5. WebGL 相关页面
    1. ANGLE_instanced_arrays
    2. EXT_blend_minmax
    3. EXT_color_buffer_half_float
    4. EXT_disjoint_timer_query
    5. EXT_frag_depth
    6. EXT_sRGB
    7. EXT_shader_texture_lod
    8. EXT_texture_filter_anisotropic
    9. OES_element_index_uint
    10. OES_standard_derivatives
    11. OES_texture_float
    12. OES_texture_float_linear
    13. OES_texture_half_float
    14. OES_texture_half_float_linear
    15. OES_vertex_array_object
    16. WEBGL_color_buffer_float
    17. WEBGL_compressed_texture_atc
    18. WEBGL_compressed_texture_etc1
    19. WEBGL_compressed_texture_pvrtc
    20. WEBGL_compressed_texture_s3tc
    21. WEBGL_compressed_texture_s3tc_srgb
    22. WEBGL_debug_renderer_info
    23. WEBGL_debug_shaders
    24. WEBGL_depth_texture
    25. WEBGL_draw_buffers
    26. WEBGL_lose_context
    27. WebGL2RenderingContext
    28. WebGLActiveInfo
    29. WebGLBuffer
    30. WebGLContextEvent
    31. WebGLFramebuffer
    32. WebGLObject
    33. WebGLProgram
    34. WebGLQuery
    35. WebGLRenderbuffer
    36. WebGLSampler
    37. WebGLShader
    38. WebGLShaderPrecisionFormat
    39. WebGLSync
    40. WebGLTexture
    41. WebGLTransformFeedback
    42. WebGLUniformLocation
    43. WebGLVertexArrayObject