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include
vrvVirtualReality
vrvVirtualReality.h
Go to the documentation of this file.
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/******************************************************************************
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** Copyright (c) 2022 MAK Technologies, Inc.
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** All rights reserved.
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******************************************************************************/
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#pragma once
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#ifdef _WIN32
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# ifdef vrvVirtualReality_EXPORTS
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# define DT_DLL_VRVVR __declspec ( dllexport )
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# else
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# define DT_DLL_VRVVR __declspec ( dllimport )
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# endif
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#else
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# define DT_DLL_VRVVR
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#endif
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namespace
makVrv
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{
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class
DtDe;
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namespace
vrvVirtualReality
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{
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// VrEyeLeft = independant left
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// VrEyeRight = indpendant right
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// VrEyeLeftFocus = independant left focus
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// VrEyeRightFocus = indpendant right focus
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// VrEyeMultiView = left and right views in one pass
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// VrEyeMultiViewFocus = left and right focus views in one pass
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// VrEyeMultiViewOverlay = left and right views in one pass of the overlay texture rendered on a floating quad
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//
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enum
DtEye
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{
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VrEyeLeft
,
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VrEyeRight
,
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VrEyeLeftFocus
,
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VrEyeRightFocus
,
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VrEyeMultiView
,
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VrEyeMultiViewFocus
,
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VrEyeMultiViewOverlay
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};
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// VrMultiViewLeftRight = single multiview channel left and right
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// VrMultiViewLeftRightAndCotextFocus = single multiview channel, left and right highres focus inset
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//
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enum
DtVrRenderMode
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{
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VrMultiViewLeftRight
,
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VrMultiViewLeftRightAndCotextFocus
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};
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// VrvOverlay2DLayer = overlays are rendered to a 2D texture, that texture is commited directly to hmd
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// VrvOverlayStereoLayer = stereo view of the 2D texture applied to a quad. The rendered stereo view (2d array) is sumbitted to hmd
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// VrvOverlaySceneObject = the quad is just rendered into the scene, becomes part of the normal scene view layer submitted to the hmd
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//
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enum
DtVrOverlayMode
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{
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VrvOverlay2DLayer
,
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VrvOverlayStereoLayer
,
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VrvOverlaySceneObject
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};
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DT_DLL_VRVVR
void
init
(
DtDe
& anIG);
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}
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}
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www.mak.com
)