rust_webvr_api/
vr_display.rs

1use {VRDisplayData, VRFramebuffer, VRFramebufferAttributes, VRFrameData, VRFutureFrameData, VRGamepadPtr, VRLayer};
2use sparkle::gl::Gl;
3use std::sync::Arc;
4use std::cell::RefCell;
5pub type VRDisplayPtr = Arc<RefCell<dyn VRDisplay>>;
6
7/// The VRDisplay traits forms the base of all VR device implementations
8pub trait VRDisplay: Send + Sync {
9
10    /// Returns unique device identifier
11    fn id(&self) -> u32;
12
13    /// Returns the current display data.
14    fn data(&self) -> VRDisplayData;
15
16    /// Returns gamepads attached to this display
17    fn fetch_gamepads(&mut self) -> Result<Vec<VRGamepadPtr>, String>;
18
19    /// Returns the immediate VRFrameData of the HMD
20    /// Should be used when not presenting to the device.
21    fn immediate_frame_data(&self, near_z: f64, far_z: f64) -> VRFrameData;
22
23    /// Returns the synced VRFrameData to render the next frame.
24    /// The future that is returned will resolve with frame data when the
25    /// next frame is available.
26    #[allow(deprecated)]
27    fn future_frame_data(&mut self, near_z: f64, far_z: f64) -> VRFutureFrameData {
28        // The default implementation blocks waiting for the display.
29        self.sync_poses();
30        VRFutureFrameData::resolved(self.synced_frame_data(near_z, far_z))
31    }
32
33    /// Returns the synced VRFrameData to render the current frame.
34    /// Should be used when presenting to the device.
35    /// sync_poses must have been called before this call.
36    #[deprecated(since="0.10.3", note="please use `future_frame_data` instead")]
37    fn synced_frame_data(&self, next: f64, far_z: f64) -> VRFrameData;
38
39    /// Resets the pose for this display
40    fn reset_pose(&mut self);
41
42    /// Synchronization point to keep in step with the HMD
43    /// Returns VRFrameData to be used in the next render frame
44    /// Must be called in the render thread, before doing any work
45    #[deprecated(since="0.10.3", note="please use `future_frame_data` instead")]
46    fn sync_poses(&mut self);
47
48    /// Binds the framebuffer to directly render to the HDM
49    /// Must be called in the render thread, before doing any work
50    fn bind_framebuffer(&mut self, index: u32);
51
52    /// Returns the available FBOs that must be used to render to all eyes
53    /// Must be called in the render thread, before doing any work
54    fn get_framebuffers(&self) -> Vec<VRFramebuffer>;
55
56    /// Renders a VRLayer from a external texture
57    /// Must be called in the render thread
58    #[deprecated(since="0.10.3", note="please use `submit_layer` instead")]
59    fn render_layer(&mut self, layer: &VRLayer);
60
61    /// Submits frame to the display
62    /// Must be called in the render thread
63    #[deprecated(since="0.10.3", note="please use `submit_layer` instead")]
64    fn submit_frame(&mut self);
65
66    /// Renders a VRLayer from an external texture, and submits it to the device.
67    /// Must be called in the render thread
68    #[allow(unused_variables)]
69    #[allow(deprecated)]
70    fn submit_layer(&mut self, gl: &Gl, layer: &VRLayer) {
71        self.render_layer(layer);
72        self.submit_frame();
73    }
74
75    /// Hint to indicate that we are going to start sending frames to the device
76    fn start_present(&mut self, _attributes: Option<VRFramebufferAttributes>) {}
77
78    /// Hint to indicate that we are going to stop sending frames to the device
79    fn stop_present(&mut self) {}
80}
81
82impl PartialEq for dyn VRDisplay {
83    fn eq(&self, other: &dyn VRDisplay) -> bool {
84        self.id() == other.id()
85    }
86}