Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
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- New android/app/src/main/cpp/xr_session.c (+.h): owns the OpenXR
instance/session/local-space/swapchain and the per-frame
xrWaitFrame/xrBeginFrame/xrEndFrame loop, submitting the game's
existing flat render as a single head-tracked XrCompositionLayerQuad.
No stereo rendering or controller input yet - that's steps B/C/D of
the plan.
- 11-android-openxr-cmake.patch: links the OpenXR loader as a build
dependency, staged into jniLibs the same way as gl4es/SDL2.
build-image/Dockerfile and prepare-android-project.sh build and stage
it.
- 12-android-openxr-present.patch: redirects OpenGL.cc's final present
step (opengl_swap_and_restore / SDLDraw's software path) into the XR
swapchain FBO instead of the window, on Android only. Two real gl4es
bugs had to be worked around to get pixels on screen at all:
- gl4es's own glBindFramebuffer errors on an FBO id it didn't create
itself, even though the real driver-level bind succeeds - fixed by
creating the swapchain FBO container via gl4es's own
glGenFramebuffers/glBindFramebuffer, and only using the real
(dlsym'd) driver call for attaching OpenXR's foreign swapchain
texture, which gl4es's own attach can't handle.
- gl4es's glBegin/glVertexAttrib/glVertex3f immediate-mode emulation
only captures a fresh per-vertex value for attribute 0 (position,
driven directly by glVertex3f) - custom attributes like this
shader's texcoords/light are GLES2's *constant*-attribute API and
applied once for the whole draw, not per vertex, silently
collapsing the UI-overlay quad to a single sampled texel. Fixed by
switching that one draw call to real vertex arrays
(glVertexAttribPointer/glDrawArrays).
Also flips the V texcoord to match SDL's top-down row order against
GL's texture convention, and reuses a persistent texture object
instead of a fresh gen/upload/delete every frame.
- AndroidManifest.xml: declares the immersive-HMD intent category and
focus-aware metadata, drops the 2D-panel layout hint.
- README: documents the new OpenXR immersive mode.
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@@ -1,8 +1,8 @@
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#!/usr/bin/env bash
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# Prepares android/ to be built: a scratch, patched copy of engine/ (see
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# android/engine-patches/ - engine/ itself is never modified), the
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# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr prebuilts staged
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# into jniLibs, bundled assets, and android/engine.properties (engineDir/
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# prebuiltDir, read by android/app/build.gradle). Always run inside this
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# image (via ../run-image.sh, or directly if already inside it) - it
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# reads from /opt/prebuilt/android/*, which only exists there.
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@@ -75,12 +75,12 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr .so's into jniLibs =="
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JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
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rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
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mkdir -p "$JNI_LIBS_DIR"
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find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
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/opt/prebuilt/android/gl4es/lib \
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/opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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