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/
display.rs
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/
display.rs
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use euclid::Angle;
use euclid::Trig;
use gleam::gl;
use gleam::gl::Gl;
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 std::cell::RefCell;
use std::sync::Arc;
use std::sync::mpsc::Sender;
use super::heartbeat::GlWindowVRMessage;
use winit::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)
}
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) -> VRFrameData {
let left_projection_matrix = GlWindowVRDisplay::perspective(size, near, far);
let right_projection_matrix = left_projection_matrix.clone();
VRFrameData {
timestamp: timestamp,
// TODO: adjust matrices for stereoscopic vision
left_projection_matrix: left_projection_matrix,
right_projection_matrix: right_projection_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())
}
}