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use {VRDisplayData, VRFramebuffer, VRFramebufferAttributes, VRFrameData, VRLayer};
use std::sync::Arc;
use std::cell::RefCell;
pub type VRDisplayPtr = Arc<RefCell<VRDisplay>>;
// The VRDisplay traits forms the base of all VR device implementations
pub trait VRDisplay: Send + Sync {
// Returns unique device identifier
fn id(&self) -> u32;
// Returns the current display data.
fn data(&self) -> VRDisplayData;
// Returns the inmediate VRFrameData of the HMD
// Shpuld be used when not presenting to the device.
fn inmediate_frame_data(&self, near_z: f64, far_z: f64) -> VRFrameData;
// Returns the synced VRFrameData to render the current frame.
// Should be used when presenting to the device.
// sync_poses must have been called before this call.
fn synced_frame_data(&self, next: f64, far_z: f64) -> VRFrameData;
// Resets the pose for this display
fn reset_pose(&mut self);
// Synchronization point to keep in step with the HMD
// Returns VRFrameData to be used in the next render frame
// Must be called in the render thread, before doing any work
fn sync_poses(&mut self);
// Binds the framebuffer to directly render to the HDM
// Must be called in the render thread, before doing any work
fn bind_framebuffer(&mut self, index: u32);
// Returns the available FBOs that must be used to render to all eyes
// Must be called in the render thread, before doing any work
fn get_framebuffers(&self) -> Vec<VRFramebuffer>;
// Renders a VRLayer from a external texture
// Must be called in the render thread
fn render_layer(&mut self, layer: &VRLayer);
// Submits frame to the display
// Must be called in the render thread
fn submit_frame(&mut self);
// Hint to indicate that we are going to start sending frames to the device
fn start_present(&mut self, _attributes: Option<VRFramebufferAttributes>) {}
// Hint to indicate that we are going to stop sending frames to the device
fn stop_present(&mut self) {}
}
impl PartialEq for VRDisplay {
fn eq(&self, other: &VRDisplay) -> bool {
self.id() == other.id()
}
}