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// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef VRDisplay_h
#define VRDisplay_h
#include "bindings/core/v8/ScriptWrappable.h"
#include "core/dom/Document.h"
#include "core/dom/FrameRequestCallback.h"
#include "device/vr/vr_service.mojom-blink.h"
#include "modules/vr/VRDisplayCapabilities.h"
#include "modules/vr/VRLayer.h"
#include "platform/Timer.h"
#include "platform/heap/Handle.h"
#include "public/platform/WebGraphicsContext3DProvider.h"
#include "wtf/Forward.h"
#include "wtf/text/WTFString.h"
namespace gpu {
namespace gles2 {
class GLES2Interface;
}
}
namespace blink {
class NavigatorVR;
class VRController;
class VREyeParameters;
class VRFrameData;
class VRStageParameters;
class VRPose;
class WebGLRenderingContextBase;
enum VREye {
VREyeNone,
VREyeLeft,
VREyeRight
};
class VRDisplay final : public GarbageCollectedFinalized<VRDisplay>, public ScriptWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
~VRDisplay();
unsigned displayId() const { return m_displayId; }
const String& displayName() const { return m_displayName; }
VRDisplayCapabilities* capabilities() const { return m_capabilities; }
VRStageParameters* stageParameters() const { return m_stageParameters; }
bool isConnected() const { return m_isConnected; }
bool isPresenting() const { return m_isPresenting; }
bool getFrameData(VRFrameData*);
VRPose* getPose();
void resetPose();
double depthNear() const { return m_depthNear; }
double depthFar() const { return m_depthFar; }
void setDepthNear(double value) { m_depthNear = value; }
void setDepthFar(double value) { m_depthFar = value; }
VREyeParameters* getEyeParameters(const String&);
int requestAnimationFrame(FrameRequestCallback*);
void cancelAnimationFrame(int id);
ScriptPromise requestPresent(ScriptState*, const HeapVector<VRLayer>& layers);
ScriptPromise exitPresent(ScriptState*);
HeapVector<VRLayer> getLayers();
void submitFrame();
DECLARE_VIRTUAL_TRACE();
protected:
friend class VRController;
VRDisplay(NavigatorVR*);
void update(const device::blink::VRDisplayPtr&);
void updatePose();
void beginPresent(ScriptPromiseResolver*);
void forceExitPresent();
void updateLayerBounds();
VRController* controller();
private:
void onFullscreenCheck(TimerBase*);
Member<NavigatorVR> m_navigatorVR;
unsigned m_displayId;
String m_displayName;
bool m_isConnected;
bool m_isPresenting;
bool m_canUpdateFramePose;
unsigned m_compositorHandle;
Member<VRDisplayCapabilities> m_capabilities;
Member<VRStageParameters> m_stageParameters;
Member<VREyeParameters> m_eyeParametersLeft;
Member<VREyeParameters> m_eyeParametersRight;
device::blink::VRPosePtr m_framePose;
VRLayer m_layer;
double m_depthNear;
double m_depthFar;
Timer<VRDisplay> m_fullscreenCheckTimer;
};
using VRDisplayVector = HeapVector<Member<VRDisplay>>;
} // namespace blink
#endif // VRDisplay_h