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use {VRDisplayData, 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); // Submits frame to the display // Must be called in the render thread fn submit_frame(&mut self, layer: &VRLayer); // Hint to indicate that we are going to start sending frames to the device fn start_present(&mut self) {} // 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() } }