Add controller input and a laser-pointer-driven menu quad
build / build (push) Successful in 2m26s

- 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:
ml
2026-08-02 06:27:49 +02:00
parent 2300d081c3
commit d2dc58391b
310 changed files with 141458 additions and 226 deletions
@@ -0,0 +1,252 @@
--- a/src/MacSrc/OpenGL.cc 2026-07-25 07:10:06.189412183 +0200
+++ b/src/MacSrc/OpenGL.cc 2026-07-25 07:12:05.356301052 +0200
@@ -36,6 +36,7 @@
if (loc >= 0)
glUniform1f(loc, size);
}
+#include "xr_session.h"
#endif // __ANDROID__
extern "C" {
@@ -382,6 +383,21 @@
#endif
opengl_resize(width, height);
+#ifdef __ANDROID__
+ // Bring up the OpenXR session now that the shared GL context above is
+ // current (xr_init() reuses it via eglGetCurrentContext/Display - see
+ // xr_session.c) - sized to the game's own logical resolution, not the
+ // physical window, since the swapchain is composited by the XR runtime
+ // rather than upscaled by us into a physical-window-sized viewport (see
+ // opengl_swap_and_restore()/android_composite_software_frame() below).
+ // Failure here (e.g. no OpenXR runtime installed) just means the
+ // immersive path never activates - SDLDraw() falls back to the plain
+ // window-present path for the rest of the run.
+ int xr_logical_width, xr_logical_height;
+ SDL_RenderGetLogicalSize(renderer, &xr_logical_width, &xr_logical_height);
+ xr_init(xr_logical_width, xr_logical_height);
+#endif
+
// Now make the palettes
opaquePalette = SDL_AllocPalette(256);
transparentPalette = SDL_AllocPalette(256);
@@ -498,7 +514,109 @@
*y_scale = output_height / screen_height;
}
+#ifdef __ANDROID__
+// Shared by opengl_swap_and_restore()'s UI-overlay blit and
+// android_composite_software_frame() below - draws an SDL_Surface as a
+// fullscreen textured quad via gl4es. SDL's own renderer can't be used
+// here: it's tied to the window's own EGL surface, not whatever XR
+// swapchain framebuffer the caller already bound via xr_frame_begin().
+static void android_draw_surface_as_quad(SDL_Surface *ui, bool blend) {
+ SDL_Surface *uiRgba = SDL_ConvertSurfaceFormat(ui, SDL_PIXELFORMAT_RGBA32, 0);
+ if (uiRgba == nullptr)
+ return;
+
+ glUseProgram(textureShaderProgram.shaderProgram);
+ GLint tcAttrib = textureShaderProgram.tcAttrib;
+ GLint lightAttrib = textureShaderProgram.lightAttrib;
+ glUniform1i(textureShaderProgram.uniNightSight, false);
+ glUniformMatrix4fv(textureShaderProgram.uniView, 1, false, IdentityMatrix);
+ glUniformMatrix4fv(textureShaderProgram.uniProj, 1, false, IdentityMatrix);
+
+ // Persistent texture, reused every call instead of a fresh
+ // gen/upload/delete each frame.
+ static GLuint s_uiTexture = 0;
+ if (s_uiTexture == 0)
+ glGenTextures(1, &s_uiTexture);
+ bind_texture(s_uiTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, uiRgba->w, uiRgba->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ uiRgba->pixels);
+
+ set_blend_mode(blend);
+
+ // Real per-vertex arrays, not glBegin/glVertexAttrib/glVertex3f
+ // immediate mode: glVertexAttrib*() is GLES2's *constant*-attribute
+ // API - without an enabled vertex array it sets one value for the
+ // whole draw call, not a fresh value per vertex. gl4es's immediate-mode
+ // emulation only reproduces desktop GL's per-vertex-capture behavior
+ // for attribute 0 (position, driven directly by glVertex3f), not for
+ // custom attributes like this shader's texcoords/light.
+ //
+ // V is flipped (1 at the bottom, 0 at the top): GL texture v=0
+ // addresses the first row of data passed to glTexImage2D, but uiRgba
+ // (an SDL surface) stores its rows top-down.
+ struct QuadVertex {
+ float x, y, z;
+ float u, v;
+ float light;
+ };
+ static const QuadVertex quadVerts[4] = {
+ {1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
+ {1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f},
+ {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ };
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(tcAttrib);
+ glEnableVertexAttribArray(lightAttrib);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].x);
+ glVertexAttribPointer(tcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].u);
+ glVertexAttribPointer(lightAttrib, 1, GL_FLOAT, GL_FALSE, sizeof(QuadVertex),
+ &quadVerts[0].light);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ // The engine's other rendering uses glBegin/glVertexAttrib/glVertex3f
+ // immediate mode for attribute 0, which depends on it not having an
+ // enabled array bound.
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(tcAttrib);
+ glDisableVertexAttribArray(lightAttrib);
+ glFlush();
+
+ SDL_FreeSurface(uiRgba);
+}
+
+void android_composite_software_frame(SDL_Surface *ui) {
+ // Deliberately no SDL_GL_MakeCurrent() here - see the comment in
+ // opengl_swap_and_restore() below for why.
+ glClear(GL_COLOR_BUFFER_BIT);
+ android_draw_surface_as_quad(ui, false);
+}
+#endif
+
void opengl_swap_and_restore(SDL_Surface *ui) {
+#ifdef __ANDROID__
+ // No SDL_GL_MakeCurrent() here on Android, deliberately - unlike the
+ // desktop path below. init_opengl() already made (window, context)
+ // current once; re-asserting it every frame turned out to reset
+ // gl4es's own internal "current framebuffer" bookkeeping back to
+ // whatever it associates with that context/surface pair (observed
+ // on-device: the XR swapchain image reliably received our real
+ // glClear/bind from xr_frame_begin(), but every actual gl4es-routed
+ // draw call after a fresh SDL_GL_MakeCurrent() here kept landing
+ // somewhere else - the quad stayed permanently black). Confirmed this
+ // exact class of gl4es/OpenXR interaction against RTCWQuest (Team
+ // Beef Studios), a shipped gl4es+Khronos-OpenXR-loader Quest port:
+ // it makes its EGL context current exactly once at init and never
+ // again per-frame, for the same reason.
+ //
+ // xr_frame_begin() (called from SDLDraw()) already bound the XR
+ // swapchain's framebuffer and a full-size viewport - no physical-
+ // window letterboxing needed here either, unlike the desktop/2D-panel
+ // path below, since the swapchain is sized to exactly the game's
+ // logical resolution (see xr_init()).
+ glClear(GL_COLOR_BUFFER_BIT);
+#else
// restore the view backup (without HUD overlay) for incremental
// updates in the subsequent frame
SDL_GL_MakeCurrent(window, context);
@@ -510,6 +628,7 @@
// Set the drawable area for the 3d view
glViewport(phys_offset_x * x_hdpi_scale, phys_offset_y * y_hdpi_scale, phys_width * x_hdpi_scale,
phys_height * y_hdpi_scale);
+#endif
set_blend_mode(false);
// Bind and setup our general shader program
@@ -552,6 +671,11 @@
if (err != GL_NO_ERROR)
ERROR("OpenGL error: %i", err);
+#ifdef __ANDROID__
+ // Blit the UI canvas over the 3d view (see android_draw_surface_as_quad()
+ // above - SDL's renderer can't target the XR swapchain framebuffer).
+ android_draw_surface_as_quad(ui, true);
+#else
// Blit the UI canvas over the 3d view
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, ui);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
@@ -561,6 +685,7 @@
// Finally, swap to the screen
SDL_RenderPresent(renderer);
+#endif
}
void toggle_opengl() {
--- a/src/MacSrc/OpenGL.h 2026-07-19 13:11:51.000000000 +0200
+++ b/src/MacSrc/OpenGL.h 2026-07-25 07:10:06.353410581 +0200
@@ -22,6 +22,15 @@
void opengl_swap_and_restore(SDL_Surface *ui);
void opengl_change_palette();
+#ifdef __ANDROID__
+// Composites a plain software-rendered frame (the same content SDLDraw's
+// non-OpenGL fallback would otherwise present via SDL_RenderCopy) into the
+// XR swapchain image already bound by xr_frame_begin() - see Shock.c's
+// SDLDraw(), which needs this for the splash screen/cutscenes/menus that
+// render this way instead of through opengl_swap_and_restore().
+void android_composite_software_frame(SDL_Surface *ui);
+#endif
+
void opengl_set_viewport(int x, int y, int width, int height);
int opengl_draw_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
int opengl_light_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
--- a/src/MacSrc/Shock.c 2026-07-25 07:10:06.181412261 +0200
+++ b/src/MacSrc/Shock.c 2026-07-25 07:10:06.353410581 +0200
@@ -30,6 +30,10 @@
#include <math.h>
#include <SDL.h>
+#ifdef __ANDROID__
+#include "xr_session.h"
+#endif
+
#include "InitMac.h"
#include "Modding.h"
#include "OpenGL.h"
@@ -301,6 +305,21 @@
}
void SDLDraw() {
+#ifdef __ANDROID__
+ // The true once-a-frame present hook for the immersive OpenXR path -
+ // unlike opengl_swap_and_restore() below, this runs every frame
+ // regardless of should_opengl_swap() (e.g. also during the splash
+ // screen/cutscenes/menus, which render through the plain software
+ // path below, not the OpenGL one). xr_poll_events() needs exactly that
+ // - called unconditionally - to ever observe the session reach a
+ // running state in the first place.
+ xr_poll_events();
+ if (!xr_frame_begin()) {
+ xr_frame_end();
+ return;
+ }
+#endif
+
if (should_opengl_swap()) {
// We want the UI background to be transparent!
sdlPalette->colors[255].a = 0x00;
@@ -310,14 +329,27 @@
// Set the palette back, and we are done
sdlPalette->colors[255].a = 0xff;
+#ifdef __ANDROID__
+ xr_frame_end();
+#endif
return;
}
+#ifdef __ANDROID__
+ // Same software-rendered frame the desktop path below would present
+ // via SDL_RenderCopy/SDL_RenderPresent, composited into the XR
+ // swapchain image xr_frame_begin() bound above instead - SDL's
+ // renderer is tied to the window's own EGL surface, not that FBO.
+ android_composite_software_frame(drawSurface);
+ xr_frame_end();
+ return;
+#endif
+
// Clear the screen!
SDL_RenderClear(renderer);
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, drawSurface);
- // Blit to the screen by drawing the surface
+ // Blit to the screen by drawing the surface
SDL_Rect srcRect = {0, 0, gScreenWide, gScreenHigh};
SDL_RenderCopy(renderer, texture, &srcRect, NULL);
SDL_DestroyTexture(texture);