formatting cleanup
This commit is contained in:
@@ -40,11 +40,4 @@ void main() {
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vec3 normal = vec3(toroid(thetaphi, 0, height, height));
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gl_Position = u_matrix * camera *
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vec4(toroid(thetaphi, R1, R2, R1) + a_pos.z * normal, 1.0);
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/*
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gl_Position = u_matrix * camera *
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vec4(R2 * -1.0 * sin(TWO_PI_CIRC * (a_pos.x + treadmill_x)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * cos(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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(R1 + R2 * cos(TWO_PI_CIRC * (a_pos.x + treadmill_x))) * sin(TWO_PI_CIRC * (a_pos.z + treadmill_y)),
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1.0);
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*/
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}
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224
src/vr.rs
224
src/vr.rs
@@ -17,127 +17,127 @@ use self::num_traits::identities::One;
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use self::openvr_sys::{VREvent_Controller_t, VREvent_t};
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pub struct VR {
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system: vr::IVRSystem,
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compositor: vr::IVRCompositor,
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gfx_handles: gfx::handle::Manager<GLResources>,
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system: vr::IVRSystem,
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compositor: vr::IVRCompositor,
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gfx_handles: gfx::handle::Manager<GLResources>,
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}
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#[derive(Debug)]
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pub enum Event {
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Touch { dev_idx: u32, controller: VREvent_Controller_t },
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Press { dev_idx: u32, controller: VREvent_Controller_t },
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Unpress { dev_idx: u32, controller: VREvent_Controller_t },
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Untouch { dev_idx: u32, controller: VREvent_Controller_t },
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Other(VREvent_t),
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Touch { dev_idx: u32, controller: VREvent_Controller_t },
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Press { dev_idx: u32, controller: VREvent_Controller_t },
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Unpress { dev_idx: u32, controller: VREvent_Controller_t },
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Untouch { dev_idx: u32, controller: VREvent_Controller_t },
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Other(VREvent_t),
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}
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impl VR {
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pub fn new() -> Result<VR, vr::Error<openvr_sys::EVRInitError>> {
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Ok(VR {
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system: try!(vr::init()),
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compositor: try!(vr::compositor()),
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gfx_handles: gfx::handle::Manager::new(),
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})
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pub fn new() -> Result<VR, vr::Error<openvr_sys::EVRInitError>> {
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Ok(VR {
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system: try!(vr::init()),
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compositor: try!(vr::compositor()),
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gfx_handles: gfx::handle::Manager::new(),
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})
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}
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pub fn poses(&mut self) -> vr::tracking::TrackedDevicePoses {
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self.gfx_handles.clear();
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self.compositor.wait_get_poses()
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}
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pub fn submit<T>(&mut self, eye: Eye, tex: &gfx::handle::Texture<GLResources, T>) {
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let tex_id = match self.gfx_handles.ref_texture(tex.raw()) {
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&gfx_device_gl::NewTexture::Surface(id) => id,
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_ => panic!("Not a surface")
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};
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self.compositor.submit(eye,
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tex_id as usize,
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vr::common::TextureBounds::new((0.0, 1.0), (0.0, 1.0)));
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}
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pub fn recommended_render_target_size(&self) -> Size {
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self.system.recommended_render_target_size()
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}
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pub fn projection_matrix(self: &Self, eye: Eye, near: f32, far: f32) -> na::Matrix4<f32> {
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self.system.projection_matrix(eye, near, far).as_matrix4()
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}
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pub fn head_to_eye_transform(self: &Self, eye: Eye) -> na::Matrix4<f32> {
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let mut mat = self.system.eye_to_head_transform(eye).as_matrix4();
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assert!(mat.inverse_mut(), "inverse eye matrix");
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mat
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}
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pub fn poll_next_event(&mut self) -> Option<Event> {
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use self::openvr_sys::EVREventType as EvType;
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unsafe {
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let system = * { self.system.0 as *mut openvr_sys::VR_IVRSystem_FnTable };
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let mut event: openvr_sys::VREvent_t = ::std::mem::zeroed();
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if system.PollNextEvent.unwrap()(&mut event,
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::std::mem::size_of::<openvr_sys::VREvent_t>() as u32
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) == 0 {
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return None;
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}
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let dev_idx = event.trackedDeviceIndex;
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Some(match ::std::mem::transmute(event.eventType) {
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EvType::EVREventType_VREvent_ButtonTouch =>
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Event::Touch { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonPress =>
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Event::Press { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonUnpress =>
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Event::Unpress { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonUntouch =>
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Event::Untouch { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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_ => Event::Other(event),
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})
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}
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}
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pub fn poses(&mut self) -> vr::tracking::TrackedDevicePoses {
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self.gfx_handles.clear();
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self.compositor.wait_get_poses()
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}
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pub fn submit<T>(&mut self, eye: Eye, tex: &gfx::handle::Texture<GLResources, T>) {
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let tex_id = match self.gfx_handles.ref_texture(tex.raw()) {
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&gfx_device_gl::NewTexture::Surface(id) => id,
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_ => panic!("Not a surface")
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};
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self.compositor.submit(eye,
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tex_id as usize,
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vr::common::TextureBounds::new((0.0, 1.0), (0.0, 1.0)));
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}
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pub fn recommended_render_target_size(&self) -> Size {
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self.system.recommended_render_target_size()
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}
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pub fn projection_matrix(self: &Self, eye: Eye, near: f32, far: f32) -> na::Matrix4<f32> {
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self.system.projection_matrix(eye, near, far).as_matrix4()
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}
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pub fn head_to_eye_transform(self: &Self, eye: Eye) -> na::Matrix4<f32> {
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let mut mat = self.system.eye_to_head_transform(eye).as_matrix4();
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assert!(mat.inverse_mut(), "inverse eye matrix");
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mat
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}
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pub fn poll_next_event(&mut self) -> Option<Event> {
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use self::openvr_sys::EVREventType as EvType;
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unsafe {
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let system = * { self.system.0 as *mut openvr_sys::VR_IVRSystem_FnTable };
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let mut event: openvr_sys::VREvent_t = ::std::mem::zeroed();
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if system.PollNextEvent.unwrap()(&mut event,
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::std::mem::size_of::<openvr_sys::VREvent_t>() as u32
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) == 0 {
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return None;
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}
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let dev_idx = event.trackedDeviceIndex;
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Some(match ::std::mem::transmute(event.eventType) {
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EvType::EVREventType_VREvent_ButtonTouch =>
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Event::Touch { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonPress =>
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Event::Press { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonUnpress =>
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Event::Unpress { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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EvType::EVREventType_VREvent_ButtonUntouch =>
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Event::Untouch { dev_idx: dev_idx as u32, controller: *event.data.controller() },
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_ => Event::Other(event),
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})
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}
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}
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pub fn get_controller_state(&self, index: u32) -> Option<openvr_sys::VRControllerState_t> {
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unsafe {
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let system = * { self.system.0 as *const openvr_sys::VR_IVRSystem_FnTable };
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let mut state: openvr_sys::VRControllerState_t = ::std::mem::zeroed();
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match system.GetControllerState.unwrap()(
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index,
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&mut state,
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) {
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0 => None,
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_ => Some(state)
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}
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}
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pub fn get_controller_state(&self, index: u32) -> Option<openvr_sys::VRControllerState_t> {
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unsafe {
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let system = * { self.system.0 as *const openvr_sys::VR_IVRSystem_FnTable };
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let mut state: openvr_sys::VRControllerState_t = ::std::mem::zeroed();
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match system.GetControllerState.unwrap()(
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index,
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&mut state,
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) {
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0 => None,
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_ => Some(state)
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}
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}
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}
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}
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impl Drop for VR {
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fn drop(&mut self) {
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vr::shutdown()
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}
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fn drop(&mut self) {
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vr::shutdown()
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}
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}
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pub trait AsMatrix4<N> {
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fn as_matrix4(self) -> na::Matrix4<N>;
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fn as_matrix4(self) -> na::Matrix4<N>;
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}
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impl<N: Copy + Zero + One> AsMatrix4<N> for [[N; 4]; 3] {
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#[inline]
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fn as_matrix4(self) -> na::Matrix4<N> {
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na::Matrix4::new(self[0][0], self[0][1], self[0][2], self[0][3],
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self[1][0], self[1][1], self[1][2], self[1][3],
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self[2][0], self[2][1], self[2][2], self[2][3],
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N::zero(), N::zero(), N::zero(), N::one())
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}
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#[inline]
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fn as_matrix4(self) -> na::Matrix4<N> {
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na::Matrix4::new(self[0][0], self[0][1], self[0][2], self[0][3],
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self[1][0], self[1][1], self[1][2], self[1][3],
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self[2][0], self[2][1], self[2][2], self[2][3],
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N::zero(), N::zero(), N::zero(), N::one())
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}
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}
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impl<N: Copy> AsMatrix4<N> for [[N; 4]; 4] {
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#[inline]
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fn as_matrix4(self) -> na::Matrix4<N> {
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na::Matrix4::new(self[0][0], self[0][1], self[0][2], self[0][3],
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self[1][0], self[1][1], self[1][2], self[1][3],
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self[2][0], self[2][1], self[2][2], self[2][3],
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self[3][0], self[3][1], self[3][2], self[3][3])
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}
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#[inline]
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fn as_matrix4(self) -> na::Matrix4<N> {
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na::Matrix4::new(self[0][0], self[0][1], self[0][2], self[0][3],
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self[1][0], self[1][1], self[1][2], self[1][3],
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self[2][0], self[2][1], self[2][2], self[2][3],
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self[3][0], self[3][1], self[3][2], self[3][3])
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}
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}
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pub struct EyeBuffer<T, D>
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@@ -152,16 +152,16 @@ pub struct EyeBuffer<T, D>
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pub fn create_eyebuffer<T, D>(factory: &mut gfx_device_gl::Factory,
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size: Size)
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-> Result<EyeBuffer<T, D>, gfx::CombinedError>
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where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
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D: gfx::format::DepthFormat + gfx::format::TextureFormat {
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let tex = try!(factory.create_texture(
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tex::Kind::D2(size.width as tex::Size, size.height as tex::Size, tex::AaMode::Single),
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1, // levels
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gfx::RENDER_TARGET, // bind
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gfx::Usage::GpuOnly, // Usage
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Some(<T::Channel as gfx::format::ChannelTyped>::get_channel_type()))); // hint: format::ChannelType?
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let tgt = try!(factory.view_texture_as_render_target(&tex, 0, None));
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let depth = try!(factory.create_depth_stencil_view_only(size.width as tex::Size,
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size.height as tex::Size));
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where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
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D: gfx::format::DepthFormat + gfx::format::TextureFormat {
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let tex = try!(factory.create_texture(
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tex::Kind::D2(size.width as tex::Size, size.height as tex::Size, tex::AaMode::Single),
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1, // levels
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gfx::RENDER_TARGET, // bind
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gfx::Usage::GpuOnly, // Usage
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Some(<T::Channel as gfx::format::ChannelTyped>::get_channel_type()))); // hint: format::ChannelType?
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let tgt = try!(factory.view_texture_as_render_target(&tex, 0, None));
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let depth = try!(factory.create_depth_stencil_view_only(size.width as tex::Size,
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size.height as tex::Size));
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Ok(EyeBuffer { tex: tex, target: tgt, depth: depth })
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}
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