- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a menu-toggle button) plus ray/quad hit-testing, and a visible laser-pointer line drawn from the controller toward the hit point. - xr_menu.c/h + MenuOverlay.java: a second composition-layer quad, toggled by a controller button, showing an off-screen, never-attached Android View tree (one "Keyboard" button so far) driven by synthetic touch events computed from the laser ray's hit UV. - Migrate gl4es from a prebuilt binary baked into the Docker build-image to a vendored source snapshot (android/gl4es-src/) compiled from source at APK build time via CMake add_subdirectory(), patched through a new android/gl4es-patches/ (mirrors the existing engine-patches/ pattern). This was needed to track down and fix a bug hit while building the menu: gl4es's fixed-pipeline emulation (fpe.c) was unconditionally substituting its own shader onto the menu's draw call (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so its fpe_IsEmpty() check could never see the state as empty), making the menu quad show the game's own rendering instead of its own content. Fixed by routing the menu's blit through a real glBlitFramebuffer() call instead of a shader-based draw, which gl4es's fpe.c has nothing to intercept - documented in README.md's new "Debugging notes" section. - Renumber android/engine-patches/ to close the gap left by removing an unrelated diagnostic-only patch, and strip investigation-journal comments and dead diagnostic code (temporary tracing, env-var probes) left over from finding the bug above. - Restructure README.md into numbered sections, document every engine/gl4es patch, add Android Studio dev/testing-cycle instructions, and generalize Quest-specific wording to any OpenXR headset. Update NOTICE.txt to match (gl4es is now vendored/patched source, not a prebuilt binary; add the OpenXR-SDK loader).
This commit is contained in:
@@ -0,0 +1,39 @@
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--- a/CMakeLists.txt
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+++ b/CMakeLists.txt
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@@ -64,6 +64,19 @@
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endif(WIN32)
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endif(ENABLE_OPENGL)
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+# OpenXR loader (Android only for now - see android/app/src/main/cpp/
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+# xr_session.c, which submits the game's existing render as a composition
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+# layer instead of presenting to a normal window/surface). EGL is linked
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+# explicitly too - xr_session.c calls eglGetCurrentDisplay/Context/
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+# QueryContext/ChooseConfig directly (to share the GL context gl4es/SDL
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+# already made), and unlike GL itself (where gl4es's own libGL.so already
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+# provides every symbol the engine or xr_session.c call), there's no other
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+# EGL provider in this link.
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+if(ANDROID)
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+ set(OPENXR_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/openxr/include)
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+ set(OPENXR_LIBRARIES ${ANDROID_PREBUILT_DIR}/openxr/lib/libopenxr_loader.so EGL)
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+endif(ANDROID)
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+
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if(ENABLE_SDL2 MATCHES "ON")
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find_package(SDL2 REQUIRED)
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if(SDL2_FOUND)
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@@ -109,6 +122,8 @@
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${SDL2_MIXER_INCLUDE_DIRS}
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${FLUIDSYNTH_INCLUDE_DIRS}
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${OPENGL_INCLUDE_DIRS}
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+ ${OPENXR_INCLUDE_DIRS}
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+ ${ANDROID_EXTRA_INCLUDE_DIRS}
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)
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if(NOT WIN32)
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@@ -439,6 +454,7 @@
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${SDL2_MIXER_LIBRARIES}
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${FLUIDSYNTH_LIBRARIES}
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${OPENGL_LIBRARIES}
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+ ${OPENXR_LIBRARIES}
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${ALSA_LIBRARIES}
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$<$<BOOL:${ANDROID}>:log>
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)
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