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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 immediate VRFrameData of the HMD /// Should be used when not presenting to the device. fn immediate_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() } }