- 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:
@@ -1,11 +1,17 @@
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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/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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# android/engine-patches/) and of android/gl4es-src/ (see
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# android/gl4es-patches/) - neither vendored tree itself is ever modified -
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# gl4esDir/prebuiltDir, read by android/app/build.gradle). gl4es itself is
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# NOT prebuilt here - it's compiled from this scratch copy as a CMake
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# subdirectory of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal rebuild, not a build-image rebuild. Always
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# run inside this image (via ../run-image.sh, or directly if already
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# inside it) - it reads from /opt/prebuilt/android/*, which only exists
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# there.
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#
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# Two modes:
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# (no args) - for build-apk.sh's own gradlew, invoked in this same
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@@ -30,6 +36,7 @@ fi
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
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SCRATCH_GL4ES="$REPO_ROOT/build/android-gl4es"
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PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
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echo "== Preparing a scratch, patched copy of engine/ =="
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@@ -40,6 +47,13 @@ for p in "$ANDROID_DIR"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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echo "== Preparing a scratch, patched copy of android/gl4es-src/ =="
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rm -rf "$SCRATCH_GL4ES"
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cp -a "$ANDROID_DIR/gl4es-src" "$SCRATCH_GL4ES"
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for p in "$ANDROID_DIR"/gl4es-patches/*.patch; do
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patch -p1 -d "$SCRATCH_GL4ES" < "$p"
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done
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echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
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mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
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cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
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@@ -49,18 +63,21 @@ cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext
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if [ "$HOST_PATHS" -eq 1 ]; then
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: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr for host-side use =="
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rm -rf "$PREBUILT_EXPORT_DIR"
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cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
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ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
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GL4ES_DIR_PROP="$HOST_REPO_ROOT/build/android-gl4es"
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PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
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else
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ENGINE_DIR_PROP="$SCRATCH_ENGINE"
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GL4ES_DIR_PROP="$SCRATCH_GL4ES"
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PREBUILT_DIR_PROP="/opt/prebuilt/android"
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fi
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{
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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} > "$ANDROID_DIR/engine.properties"
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@@ -75,16 +92,22 @@ cp -a "$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/openxr .so's into jniLibs =="
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
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# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
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# from $SCRATCH_GL4ES as part of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch); AGP's own native-build
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# packaging picks up its compiled libGL.so directly, without needing it
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# staged into jniLibs by this script.
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JNI_LIBS_DIR="$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 /opt/prebuilt/android/openxr/lib \
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/opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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if [ "$HOST_PATHS" -eq 1 ]; then
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echo "android/ is ready to open and build natively in Android Studio on the host."
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