- 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).
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@@ -56,7 +56,21 @@ ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
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# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
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# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
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# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
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ARG ANDROID_GL4ES_VERSION=1.1.6
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# Vendored directly into android/gl4es-src/ (currently tag v1.1.6, gl4es's
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# latest release) rather than fetched at build time, same rationale as
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# engine/: lets android/gl4es-patches/ instrument it directly (this is
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# Android/GLES-only, with no desktop build depending on it, so unlike
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# engine/ there's no shared tree to protect - see that patch's own comment
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# for why this was needed, tracking down the OpenXR menu-quad texture bug).
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# Re-vendoring a newer tag later: re-clone into android/gl4es-src/, then
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# reapply/update the patches in android/gl4es-patches/.
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# Unlike SDL2/SDL2_mixer/fluidsynth-lite/OpenXR below, gl4es is NOT
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# prebuilt in this image - it's compiled from a scratch, patched copy as a
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# CMake subdirectory of the engine's own native build (see
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# build-image/prepare-android-project.sh and
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal Android Studio/gradlew rebuild, not a
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# build-image rebuild.
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# Khronos' own OpenXR loader (https://github.com/KhronosGroup/OpenXR-SDK) -
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# the vendor-neutral loader, not Meta's redistributed copy, per this
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# project's "favor OpenXR" rule (see README's Design principles). Only the
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@@ -92,17 +106,12 @@ ENV DEBIAN_FRONTEND=noninteractive
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# build cache for this layer - and vice versa, adding a package here only
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# ever costs a rebuild of the (slow) layers below it, not a re-download
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# of packages that didn't change.
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# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
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# build step) - the Android APK packager (AGP) refuses to bundle a
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# jniLibs file whose name doesn't literally end in ".so", but the
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# dynamic linker resolves NEEDED entries by embedded SONAME, not
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# filename - patchelf lets both agree on "libGL.so".
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RUN apt-get update && apt-get install -y --no-install-recommends \
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build-essential cmake make git curl ca-certificates pkg-config gosu \
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libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
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libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
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libogg-dev libvorbis-dev libasound2-dev openssh-client \
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openjdk-17-jdk-headless unzip patchelf \
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openjdk-17-jdk-headless unzip \
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&& rm -rf /var/lib/apt/lists/*
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WORKDIR /opt/prebuilt
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@@ -252,34 +261,6 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
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/opt/prebuilt/android/fluidsynth-lite/include/fluidsynth/version.h \
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&& rm -rf fluidsynth-lite-android build-fluidsynth-android
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# gl4es's own CMakeLists.txt writes its output straight to
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# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
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# the GL target a ".so.1" suffix, both in filename and in its embedded
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# ELF SONAME - stage explicitly rather than `cmake --install` (which it
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# doesn't support for this target anyway). Renaming the *file* to
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# "libGL.so" isn't enough on its own: the dynamic linker resolves
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# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
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# filename it was linked against, so a bare rename would link fine but
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# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
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# isn't an option either - AGP's jniLibs packaging silently drops any
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# native library whose filename doesn't literally end in ".so". So
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# patchelf the embedded SONAME to "libGL.so" too, making the rename
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# consistent both at link time and at runtime.
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RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
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https://github.com/ptitSeb/gl4es.git gl4es-android \
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&& rm -rf gl4es-android/.git \
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&& cmake -S gl4es-android -B build-gl4es-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-gl4es-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
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&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
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&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
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&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
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&& rm -rf gl4es-android build-gl4es-android
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# OpenXR loader, for the immersive VR mode (android/app/src/main/cpp/
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# xr_session.c and friends) - see android/engine-patches/
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# 11-android-openxr-cmake.patch for how the engine links it.
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