rust-webvr 0.19.0

Safe rust API that provides a way to interact with Virtual Reality headsets and integration with vendor specific SDKs like OpenVR and Oculus. The API is inspired on the easy to use WebVR API but adapted to Rust design patterns
Documentation
use euclid::Angle;
use euclid::default::RigidTransform3D;
use euclid::Trig;
use euclid::Vector3D;
use rust_webvr_api::utils;
use rust_webvr_api::VRDisplay;
use rust_webvr_api::VRDisplayCapabilities;
use rust_webvr_api::VRDisplayData;
use rust_webvr_api::VREyeParameters;
use rust_webvr_api::VRFieldOfView;
use rust_webvr_api::VRFrameData;
use rust_webvr_api::VRFutureFrameData;
use rust_webvr_api::VRFramebuffer;
use rust_webvr_api::VRFramebufferAttributes;
use rust_webvr_api::VRGamepadPtr;
use rust_webvr_api::VRLayer;
use rust_webvr_api::VRViewport;
use sparkle::gl;
use sparkle::gl::Gl;
use std::cell::RefCell;
use std::sync::Arc;
use std::sync::mpsc::Sender;
use super::heartbeat::GlWindowVRMessage;
use glutin::dpi::PhysicalSize;

// Fake a display with a distance between eyes of 5cm.
const EYE_DISTANCE: f32 = 0.05;

pub type GlWindowVRDisplayPtr = Arc<RefCell<GlWindowVRDisplay>>;

pub struct GlWindowVRDisplay {
    id: u32,
    name: String,
    size: PhysicalSize,
    sender: Sender<GlWindowVRMessage>,
    pool: ArcPool<Vec<u8>>,
}

unsafe impl Sync for GlWindowVRDisplay {}

impl Drop for GlWindowVRDisplay {
    fn drop(&mut self) {
        self.stop_present();
    }
}

impl VRDisplay for GlWindowVRDisplay {
    fn id(&self) -> u32 {
        self.id
    }

    fn data(&self) -> VRDisplayData {
        let capabilities = VRDisplayCapabilities {
            has_position: false,
            has_orientation: false,
            has_external_display: true,
            can_present: true,
            presented_by_browser: false,
            max_layers: 1,
        };

        let fov_right = GlWindowVRDisplay::fov_right(self.size).to_degrees();
        let fov_up = GlWindowVRDisplay::fov_up(self.size).to_degrees();

        let field_of_view = VRFieldOfView {
            down_degrees: fov_up,
            left_degrees: fov_right,
            right_degrees: fov_right,
            up_degrees: fov_up,
        };

        let left_eye_parameters = VREyeParameters {
            offset: [-EYE_DISTANCE / 2.0, 0.0, 0.0],
            render_width: self.size.width as u32 / 2,
            render_height: self.size.height as u32,
            field_of_view: field_of_view,
        };

        let right_eye_parameters = VREyeParameters {
            offset: [EYE_DISTANCE / 2.0, 0.0, 0.0],
            ..left_eye_parameters.clone()
        };

        VRDisplayData {
            display_id: self.id,
            display_name: self.name.clone(),
            connected: true,
            capabilities: capabilities,
            stage_parameters: None,
            left_eye_parameters: left_eye_parameters,
            right_eye_parameters: right_eye_parameters,
        }
    }

    fn immediate_frame_data(&self, near: f64, far: f64) -> VRFrameData {
        GlWindowVRDisplay::frame_data(0.0, self.size, near, far, RigidTransform3D::identity())
    }

    fn synced_frame_data(&self, near: f64, far: f64) -> VRFrameData {
        self.immediate_frame_data(near, far)
    }

    fn reset_pose(&mut self) {}

    fn sync_poses(&mut self) {}

    fn future_frame_data(&mut self, near: f64, far: f64) -> VRFutureFrameData {
        let (resolver, result) = VRFutureFrameData::blocked();
        let _ = self.sender.send(GlWindowVRMessage::StartFrame(near, far, resolver));
        result
    }

    fn bind_framebuffer(&mut self, _eye_index: u32) {}

    fn get_framebuffers(&self) -> Vec<VRFramebuffer> {
        let left_viewport = VRViewport {
            x: 0,
            y: 0,
            width: (self.size.width as i32) / 2,
            height: self.size.height as i32,
        };

        let right_viewport = VRViewport {
            x: self.size.width as i32 - left_viewport.width,
            ..left_viewport
        };

        vec![
            VRFramebuffer {
                eye_index: 0,
                attributes: VRFramebufferAttributes::default(),
                viewport: left_viewport,
            },
            VRFramebuffer {
                eye_index: 1,
                attributes: VRFramebufferAttributes::default(),
                viewport: right_viewport,
            },
        ]
    }

    fn render_layer(&mut self, _layer: &VRLayer) {
        unreachable!()
    }

    fn submit_frame(&mut self) {
        unreachable!()
    }

    fn submit_layer(&mut self, gl: &Gl, layer: &VRLayer) {
        // TODO: this assumes that the current GL framebuffer contains the texture
        // TODO: what to do if the layer has no texture_size?
        if let Some((width, height)) = layer.texture_size {
            let num_bytes = (width as usize) * (height as usize) * 4;
            let mut buffer = self.pool.remove().unwrap_or_else(Vec::new);
            buffer.resize(num_bytes, 0);
            gl.read_pixels_into_buffer(
                0,
                0,
                width as gl::GLsizei,
                height as gl::GLsizei,
                gl::RGBA,
                gl::UNSIGNED_BYTE,
                &mut buffer[..],
            );
            let buffer = self.pool.add(buffer);
            let _ = self.sender.send(GlWindowVRMessage::StopFrame(width, height, buffer));
        }
    }

    fn start_present(&mut self, _attributes: Option<VRFramebufferAttributes>) {
        let _ = self.sender.send(GlWindowVRMessage::StartPresenting);
    }

    fn stop_present(&mut self) {
        let _ = self.sender.send(GlWindowVRMessage::StopPresenting);
    }

    fn fetch_gamepads(&mut self) -> Result<Vec<VRGamepadPtr>, String> {
        Ok(vec![])
    }
}

impl GlWindowVRDisplay {
    pub(crate) fn new(
        name: String,
        size: PhysicalSize,
        sender: Sender<GlWindowVRMessage>
    ) -> GlWindowVRDisplay {
        GlWindowVRDisplay {
            id: utils::new_id(),
            name: name,
            size: size,
            sender: sender,
            pool: ArcPool::new(),
        }
    }

    fn fov_up(size: PhysicalSize) -> Angle<f64> {
        Angle::radians(f64::fast_atan2(
            2.0 * size.height as f64,
            size.width as f64,
        ))
    }

    fn fov_right(size: PhysicalSize) -> Angle<f64> {
        Angle::radians(f64::fast_atan2(
            2.0 * size.width as f64,
            size.height as f64,
        ))
    }

    fn perspective(size: PhysicalSize, near: f64, far: f64) -> [f32; 16] {
        // https://github.com/toji/gl-matrix/blob/bd3307196563fbb331b40fc6ebecbbfcc2a4722c/src/mat4.js#L1271
        let near = near as f32;
        let far = far as f32;
        let f = 1.0 / GlWindowVRDisplay::fov_up(size).radians.tan() as f32;
        let nf = 1.0 / (near - far);
        let aspect = ((size.width / 2.0) as f32) / (size.height as f32);

        // Dear rustfmt, This is a 4x4 matrix, please leave it alone. Best, ajeffrey.
        {#[rustfmt::skip] 
            return [
                f / aspect, 0.0, 0.0,                   0.0,
                0.0,        f,   0.0,                   0.0,
                0.0,        0.0, (far + near) * nf,     -1.0,
                0.0,        0.0, 2.0 * far * near * nf, 0.0,
            ];
        }
    }

    pub(crate) fn frame_data(timestamp: f64, size: PhysicalSize, near: f64, far: f64, view: RigidTransform3D<f32>) -> VRFrameData {
        let left_projection_matrix = GlWindowVRDisplay::perspective(size, near, far);
        let right_projection_matrix = left_projection_matrix.clone();

        let left_offset = RigidTransform3D::from_translation(Vector3D::new(EYE_DISTANCE / 2.0, 0.0, 0.0));
        let right_offset = RigidTransform3D::from_translation(Vector3D::new(-EYE_DISTANCE / 2.0, 0.0, 0.0));

        let left_view_matrix = view
            .post_transform(&left_offset)
            .to_transform()
            .to_row_major_array();

        let right_view_matrix = view
            .post_transform(&right_offset)
            .to_transform()
            .to_row_major_array();

        VRFrameData {
            timestamp,
            left_projection_matrix,
            right_projection_matrix,
            left_view_matrix,
            right_view_matrix,
            ..VRFrameData::default()
        }
    }
}

// A pool of Arc<T>'s.
// You can add a T into the pool, and get back an Arc<T>.
// You can request a T from the pool, if there's an Arc<T> with no other owners,
// it will be removed from the pool, unwrapped and returned.

struct ArcPool<T>(Vec<Arc<T>>);

impl<T> ArcPool<T> {
    fn new() -> ArcPool<T> {
        ArcPool(Vec::new())
    }

    fn add(&mut self, val: T) -> Arc<T> {
        let result = Arc::new(val);
        self.0.push(result.clone());
        result
    }

    fn remove(&mut self) -> Option<T> {
        let i = self.0.iter().position(|arc| Arc::strong_count(arc) == 1);
        i.and_then(|i| Arc::try_unwrap(self.0.swap_remove(i)).ok())
    }
}