Files
test2/source/blender/makesdna/DNA_view3d_enums.h
Fermin ad58c9eaca XR: Add passthrough support for Meta Quest devices
Uses the OpenXR extension XR_FB_PASSTHROUGH_EXTENSION_NAME,
compatible mainly with the Meta Quest family of devices.

Currently, passthrough support over OpenXR is disabled by default
in the Quest Link app, and must be manually enabled in its settings
to use this feature.

The performance of the passthrough render varies with the quality
of the connection between the headset and the PC. For better results,
connecting the headset directly through USB to the PC, or at least
connecting the PC to the local network over ethernet, is recommended.

Thanks a lot to [KISKA](https://kiska.com/)
for their support in the development of this feature.

Pull Request: https://projects.blender.org/blender/blender/pulls/124204
2024-07-09 06:10:17 +02:00

47 lines
1.3 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup DNA
*/
#pragma once
/** Settings for off-screen rendering. */
typedef enum eV3DOffscreenDrawFlag {
V3D_OFSDRAW_NONE = (0),
V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS = (1 << 1),
V3D_OFSDRAW_SHOW_GRIDFLOOR = (1 << 2),
V3D_OFSDRAW_SHOW_SELECTION = (1 << 3),
V3D_OFSDRAW_XR_SHOW_CONTROLLERS = (1 << 4),
V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS = (1 << 5),
V3D_OFSDRAW_SHOW_OBJECT_EXTRAS = (1 << 6),
V3D_OFSDRAW_XR_SHOW_PASSTHROUGH = (1 << 7),
} eV3DOffscreenDrawFlag;
/** #View3DShading.light */
typedef enum eV3DShadingLightingMode {
V3D_LIGHTING_FLAT = 0,
V3D_LIGHTING_STUDIO = 1,
V3D_LIGHTING_MATCAP = 2,
} eV3DShadingLightingMode;
/** #View3DShading.color_type, #View3DShading.wire_color_type */
typedef enum eV3DShadingColorType {
V3D_SHADING_MATERIAL_COLOR = 0,
V3D_SHADING_RANDOM_COLOR = 1,
V3D_SHADING_SINGLE_COLOR = 2,
V3D_SHADING_TEXTURE_COLOR = 3,
V3D_SHADING_OBJECT_COLOR = 4,
V3D_SHADING_VERTEX_COLOR = 5,
} eV3DShadingColorType;
/** #View3DShading.background_type */
typedef enum eV3DShadingBackgroundType {
V3D_SHADING_BACKGROUND_THEME = 0,
V3D_SHADING_BACKGROUND_WORLD = 1,
V3D_SHADING_BACKGROUND_VIEWPORT = 2,
} eV3DShadingBackgroundType;