[WIP] Integrate XR_META_environment_depth #230
Draft
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Starting a draft for integrating XR_META_environment_depth, based on the documentation / samples:
https://developers.meta.com/horizon/documentation/native/android/mobile-depth
https://github.com/meta-quest/Meta-OpenXR-SDK/tree/main/Samples/XrSamples/XrPassthroughOcclusion
As written, the plugin can initialize the depth extension, allocate the swapchain, and receive depth buffer updates every frame. Testing on a Quest 3, debug logs showed valid OpenGL texIds, resolution as 512x512, and the swapchain index updates every few frames.
Next step is to integrate the depth buffer into the rendering pipeline so it can occlude (hole punch?) the godot scene based on environment depth info. I haven't quite figure out where / how to plug that in, or if it's even possible from an extension instead of the main engine source