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
+32 -9
View File
@@ -1,11 +1,17 @@
#!/usr/bin/env bash
# Prepares android/ to be built: a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified), the
# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr prebuilts staged
# into jniLibs, bundled assets, and android/engine.properties (engineDir/
# prebuiltDir, read by android/app/build.gradle). Always run inside this
# image (via ../run-image.sh, or directly if already inside it) - it
# reads from /opt/prebuilt/android/*, which only exists there.
# android/engine-patches/) and of android/gl4es-src/ (see
# android/gl4es-patches/) - neither vendored tree itself is ever modified -
# the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts staged into
# jniLibs, bundled assets, and android/engine.properties (engineDir/
# gl4esDir/prebuiltDir, read by android/app/build.gradle). gl4es itself is
# NOT prebuilt here - it's compiled from this scratch copy as a CMake
# subdirectory of the engine's own native build (see
# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
# changes only need a normal rebuild, not a build-image rebuild. Always
# run inside this image (via ../run-image.sh, or directly if already
# inside it) - it reads from /opt/prebuilt/android/*, which only exists
# there.
#
# Two modes:
# (no args) - for build-apk.sh's own gradlew, invoked in this same
@@ -30,6 +36,7 @@ fi
REPO_ROOT="$(pwd)"
ANDROID_DIR="$REPO_ROOT/android"
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
SCRATCH_GL4ES="$REPO_ROOT/build/android-gl4es"
PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
echo "== Preparing a scratch, patched copy of engine/ =="
@@ -40,6 +47,13 @@ for p in "$ANDROID_DIR"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
echo "== Preparing a scratch, patched copy of android/gl4es-src/ =="
rm -rf "$SCRATCH_GL4ES"
cp -a "$ANDROID_DIR/gl4es-src" "$SCRATCH_GL4ES"
for p in "$ANDROID_DIR"/gl4es-patches/*.patch; do
patch -p1 -d "$SCRATCH_GL4ES" < "$p"
done
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
@@ -49,18 +63,21 @@ cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext
if [ "$HOST_PATHS" -eq 1 ]; then
: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr for host-side use =="
rm -rf "$PREBUILT_EXPORT_DIR"
cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
GL4ES_DIR_PROP="$HOST_REPO_ROOT/build/android-gl4es"
PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
else
ENGINE_DIR_PROP="$SCRATCH_ENGINE"
GL4ES_DIR_PROP="$SCRATCH_GL4ES"
PREBUILT_DIR_PROP="/opt/prebuilt/android"
fi
{
echo "engineDir=$ENGINE_DIR_PROP"
echo "gl4esDir=$GL4ES_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
} > "$ANDROID_DIR/engine.properties"
@@ -75,16 +92,22 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr .so's into jniLibs =="
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
# from $SCRATCH_GL4ES as part of the engine's own native build (see
# android/engine-patches/02-android-opengl-es.patch); AGP's own native-build
# packaging picks up its compiled libGL.so directly, without needing it
# staged into jniLibs by this script.
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
/opt/prebuilt/android/openxr/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Done =="
echo "engineDir=$ENGINE_DIR_PROP"
echo "gl4esDir=$GL4ES_DIR_PROP"
echo "prebuiltDir=$PREBUILT_DIR_PROP"
if [ "$HOST_PATHS" -eq 1 ]; then
echo "android/ is ready to open and build natively in Android Studio on the host."