3 Commits

Author SHA1 Message Date
matthias a2fb95e57b Add Windows cross-compilation via MinGW, and fix Docker build permission
build / build (push) Successful in 3m5s
issues on vboxsf-mounted checkouts

New `make dist-win`/`package-win` targets (folded into `dist`/`package`
alongside the renamed `dist-linux`/`package-linux`) cross-compile
systemshock.exe via MinGW, using prebuilt SDL2/SDL2_mixer/GLEW/
fluidsynth-lite baked into the build-image - no Windows machine or Wine
needed to build it, confirmed working and playable on a real Windows
machine. dist-win/ ships DLLs flat alongside the exe plus a new
res/run.bat launcher, packaged into a .zip the same way dist/ becomes a
.tar.gz.

Also fixes three build-image bugs hit while testing on a VirtualBox
vboxsf-mounted checkout: build-engine.sh/docker-entrypoint.sh losing
their execute bit (chmod +x on restrictive source perms), the container
user missing access to /workspace's supplementary vboxsf group, and
cp -a failing on symlink/hard-link creation (vboxsf doesn't support
either) - now falls back to dereferencing copies when detected. Also
adds Docker/zip/etc. prerequisites to the README for both the desktop
and Quest builds.
2026-08-16 06:27:31 +02:00
ml 581af95e7b Drive the engine's mouse cursor from the VR aim ray on the game quad
build / build (push) Successful in 1m44s
The game quad's laser beam was purely visual - aiming at the game's own
UI (inventory, menus, dialogs) had no way to interact with it. Add a
real mouse pointer: absolute cursor position plus a single left click,
mirroring a plain point-and-click mouse (no mouselook, no right-click,
no drag).

New xr_mouse.c/h bridges the aim-ray hit-test to the vendored engine's
own public mouse API - mouse_put_xy() for position, a synthetic
SDL_MOUSEBUTTONDOWN/UP (SDL_BUTTON_LEFT) via SDL_PushEvent for clicks,
the same technique nativeSendPrintableChar() already uses for
synthetic keyboard input. No engine patch needed. Deliberately bypasses
SDLActivity.onNativeMouse()/SDL_MOUSEMOTION/SetMouseXY(), whose
physical-window-size scaling is unreliable in this headless immersive
build.

xr_input_try_game_quad() now reports the hit u,v; a new
g_game_touch_active[] tracks a held click on the game quad so it
survives the ray straying onto the keyboard/menu before release,
gating those overlays' claims the same way pending overlay touches
already do.
2026-08-14 08:36:09 +02:00
ml 824b4a2506 Give the game quad the same laser-beam pointer as the overlays
Aiming looked and behaved differently depending on whether the
keyboard/menu was open: xr_input_try_overlay() claimed a hand's ray for
its overlay whenever the overlay was merely visible, regardless of
whether the ray was actually pointed at it - so with the keyboard open,
aiming at the main game screen still showed a beam terminating at the
keyboard's fixed depth, while closing the keyboard swapped in the old
flat cross-shaped reticle at whatever the ray was really pointing at.

Only claim an overlay when the ray is actually relevant this frame - a
real hit, or a touch/drag begun on a previous frame still pending
release - so a visible-but-unaimed-at overlay now falls through to the
next-priority target. Give the game quad its own hit-test
(xr_input_try_game_quad()) and the same billboarded laser-beam
treatment as the overlays instead of the old flat reticle, so aiming
looks and behaves identically everywhere - overlay open or not. The
old reticle GL program/shaders are now fully dead and removed. No
click/touch dispatch is added to the game quad itself; that's future
work.
2026-08-14 07:59:09 +02:00
19 changed files with 688 additions and 206 deletions
+2
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@@ -0,0 +1,2 @@
* text=auto
*.sh text eol=lf
+19 -10
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@@ -1,14 +1,16 @@
name: build
# Builds a versioned Linux release tarball (see `make package`) on every
# push/PR, plus on-demand via the Gitea "Run workflow" button. Runs
# Builds versioned Linux and Windows release packages (see `make
# package`, which builds both - a .tar.gz and a .zip) on every push/PR,
# plus on-demand via the Gitea "Run workflow" button. Runs
# inside the build-image (see ../../build-image/Dockerfile, built/pushed
# via ../../build-image.sh and ../../upload-image.sh), which bundles
# every dependency engine/ needs to compile - no network access needed
# at job runtime. Since the job's container already *is* the build-image
# (QUESTSHOCK_BUILD_IMAGE=1), `make package`'s `engine` prerequisite
# compiles directly instead of trying to docker-run it again, which
# wouldn't work here (no nested docker).
# every dependency engine/ needs to compile (for both platforms,
# including the Windows cross-toolchain) - no network access needed at
# job runtime. Since the job's container already *is* the build-image
# (QUESTSHOCK_BUILD_IMAGE=1), `make package`'s `engine`/`engine-win`
# prerequisites compile directly instead of trying to docker-run it
# again, which wouldn't work here (no nested docker).
on:
push:
pull_request:
@@ -50,17 +52,22 @@ jobs:
# comment) - openxr was added to this image in the same
# Android/Quest layer, so it's an equally good marker of that.
[ -d /opt/prebuilt/android/openxr ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/android/openxr missing - runner is using a build-image older than the Android/Quest layer" >&2; exit 1; }
[ -d /opt/prebuilt/win/sdl2 ] || { echo "PREFLIGHT FAIL: /opt/prebuilt/win/sdl2 missing - runner is using a build-image older than the Windows cross-build layer" >&2; exit 1; }
command -v x86_64-w64-mingw32-gcc >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: x86_64-w64-mingw32-gcc not in PATH" >&2; exit 1; }
command -v zip >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: zip not in PATH (needed by make package-win)" >&2; exit 1; }
- name: Build package
run: make package
- name: Upload build artifact
- name: Upload build artifacts
# v4 uses the newer @actions/artifact backend, which this Gitea
# instance's artifact storage doesn't support (GHESNotSupportedError) - v3 works.
uses: actions/upload-artifact@v3
with:
name: shockolate
path: dist/shockolate-*-linux-*.tar.gz
path: |
dist/shockolate-*-linux-*.tar.gz
dist/shockolate-*-windows-*.zip
- name: Build Quest APK
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
@@ -78,13 +85,14 @@ jobs:
path: dist/questshock-*-android-*.apk
- name: Publish to dl.ladkau.de
# Uploads the tarball and APK over SFTP instead of using
# Uploads the tarball, zip, and APK over SFTP instead of using
# actions/upload-artifact (whose zip wrapping can't be disabled).
# Only runs on push so PR builds don't publish.
if: gitea.event_name == 'push'
run: |
set -euo pipefail
TARBALL="$(ls dist/shockolate-*-linux-*.tar.gz)"
ZIP="$(ls dist/shockolate-*-windows-*.zip)"
APK="$(ls dist/questshock-*-android-*.apk)"
mkdir -p ~/.ssh
echo "${{ secrets.DL_SFTP_KEY }}" > ~/.ssh/dl_sftp_key
@@ -94,5 +102,6 @@ jobs:
uploader@dl.ladkau.de <<EOF
-mkdir files/questshock
put $TARBALL files/questshock/$(basename "$TARBALL")
put $ZIP files/questshock/$(basename "$ZIP")
put $APK files/questshock/$(basename "$APK")
EOF
+6 -1
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@@ -3,16 +3,21 @@
# Game assets are not included in the repo
/res/assets/setup_system_shock_enhanced*
/res/assets/*.zip
/res/assets/ss_ee/
# Build output
/dist/
/dist-win/
/build/
# Engine build artifacts (engine/ is committed as a source snapshot; these
# are generated by run-image.sh / build-image/build-engine.sh)
# are generated by run-image.sh / build-image/build-engine.sh /
# build-image/build-engine-win.sh - the Windows cross-build's own scratch
# copy of engine/ lives under /build/win-engine/, already covered above)
/engine/build_ext/
/engine/.build-output/
/engine/.build-output-win/
/engine/CMakeCache.txt
/engine/CMakeFiles/
/engine/cmake_install.cmake
+79 -10
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@@ -1,20 +1,28 @@
# Assembles dist/ - a self-contained, runnable copy of System Shock -
# from the compiled engine (built via Docker, see build-image.sh/
# run-image.sh) and the game assets extracted from a purchased copy (see
# Assembles dist/ (Linux) and dist-win/ (Windows, cross-compiled via
# MinGW) - self-contained, runnable copies of System Shock - from the
# compiled engine (built via Docker, see build-image.sh/run-image.sh) and
# the game assets extracted from a purchased copy (see
# res/assets/extract_assets.sh). Building the engine needs the build-image
# (./build-image.sh, once); everything else here is plain file copying.
# `dist-linux`/`dist-win` build just one platform; plain `dist` builds
# both.
#
# `make package` instead builds a redistributable tarball that omits the
# proprietary game assets entirely (see res/assets/GET_ASSETS.txt, which
# it ships in their place) - this is what CI publishes.
# `make package` instead builds redistributable archives (a .tar.gz for
# Linux, a .zip for Windows) that omit the proprietary game assets
# entirely (see res/assets/GET_ASSETS.txt, which they ship in their
# place) - this is what CI publishes. Same dist-linux/dist-win/(both)
# split via package-linux/package-win/package.
DIST_DIR := dist
DIST_WIN_DIR := dist-win
ENGINE_OUT := engine/.build-output
ENGINE_OUT_WIN := engine/.build-output-win
ASSETS_DIR := res/assets/ss_ee
BUILD_DIR := build
ARCH := $(shell uname -m)
.PHONY: all dist build-image engine assets package apk android-studio clean
.PHONY: all dist dist-linux dist-win build-image engine engine-win assets \
package package-linux package-win apk android-studio clean
all: dist
@@ -40,6 +48,16 @@ engine:
./run-image.sh; \
fi
# Cross-compiles engine/ for Windows via MinGW - see build-engine-win.sh
# for why this can't share build-engine.sh's engine/build_ext/ (a scratch
# copy is used instead). Same QUESTSHOCK_BUILD_IMAGE detection as `engine`.
engine-win:
@if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \
bash build-image/build-engine-win.sh; \
else \
./run-image.sh bash build-image/build-engine-win.sh; \
fi
# Fails with a pointer to extract_assets.sh if the purchased game assets
# haven't been extracted yet.
assets:
@@ -49,7 +67,10 @@ assets:
exit 1; \
fi
dist: engine assets
# Builds both platforms. `dist-linux`/`dist-win` build just one.
dist: dist-linux dist-win
dist-linux: engine assets
@echo "== Assembling $(DIST_DIR) =="
rm -rf "$(DIST_DIR)/systemshock" "$(DIST_DIR)/lib" "$(DIST_DIR)/res" \
"$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh"
@@ -64,6 +85,27 @@ dist: engine assets
chmod +x "$(DIST_DIR)/run.sh"
@echo "== Done - run $(DIST_DIR)/run.sh to play =="
# Windows counterpart of dist-linux. Unlike dist/, the DLLs sit flat
# alongside systemshock.exe instead of in a lib/ subdirectory - Windows'
# default DLL search order already checks the executable's own directory
# first, so (unlike run.sh's LD_LIBRARY_PATH) run.bat needs no extra
# wiring for that.
dist-win: engine-win assets
@echo "== Assembling $(DIST_WIN_DIR) =="
rm -rf "$(DIST_WIN_DIR)"
mkdir -p "$(DIST_WIN_DIR)/res/data" "$(DIST_WIN_DIR)/res/sound"
cp "$(ENGINE_OUT_WIN)/systemshock.exe" "$(ENGINE_OUT_WIN)"/*.dll "$(DIST_WIN_DIR)/"
cp "$(ENGINE_OUT_WIN)/soundfont.sf2" "$(DIST_WIN_DIR)/res/"
cp -a engine/shaders "$(DIST_WIN_DIR)/shaders"
cp -a "$(ASSETS_DIR)/data/." "$(DIST_WIN_DIR)/res/data/"
cp -a "$(ASSETS_DIR)/sound/." "$(DIST_WIN_DIR)/res/sound/"
cp res/run.bat "$(DIST_WIN_DIR)/run.bat"
@echo "== Done - run $(DIST_WIN_DIR)/run.bat (or systemshock.exe) to play =="
# Builds both platforms' redistributable archives. `package-linux`/
# `package-win` build just one.
package: package-linux package-win
# Builds a versioned, redistributable Linux release tarball at
# dist/shockolate-<version>-linux-<arch>.tar.gz - everything needed to
# run except the proprietary game assets (res/GET_ASSETS.txt explains how
@@ -72,7 +114,7 @@ dist: engine assets
# tag to drive a release. Override with `make package VERSION=1.2.3`, or
# just run it untagged for a local dev build (gets a 0.0.0-dev+<sha>
# placeholder version, with a warning).
package: engine
package-linux: engine
@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
PKG_NAME="shockolate-$$V-linux-$(ARCH)"; \
@@ -95,6 +137,33 @@ package: engine
rm -rf "$(BUILD_DIR)/package"; \
echo "Wrote $(DIST_DIR)/$$PKG_NAME.tar.gz"
# Windows counterpart of package-linux: dist/shockolate-<version>-windows-
# x86_64.zip. Same versioning (build-image/version.sh) and VERSION=
# override. Needs `zip` on whatever host runs `make package-win` itself
# (unlike engine-win's own build, packaging isn't run inside the
# build-image) - see README's Desktop build prerequisites.
package-win: engine-win
@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
@command -v zip >/dev/null 2>&1 || { echo "PREFLIGHT FAIL: zip not found in PATH" >&2; exit 1; }
@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
PKG_NAME="shockolate-$$V-windows-x86_64"; \
PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \
echo "Packaging $$PKG_NAME"; \
rm -rf "$$PKG_STAGE"; \
mkdir -p "$$PKG_STAGE/res"; \
cp "$(ENGINE_OUT_WIN)/systemshock.exe" "$(ENGINE_OUT_WIN)"/*.dll "$$PKG_STAGE/"; \
cp -a engine/shaders "$$PKG_STAGE/shaders"; \
cp "$(ENGINE_OUT_WIN)/soundfont.sf2" "$$PKG_STAGE/res/"; \
cp res/assets/GET_ASSETS.txt "$$PKG_STAGE/res/GET_ASSETS.txt"; \
cp res/run.bat "$$PKG_STAGE/run.bat"; \
cp LICENSE "$$PKG_STAGE/LICENSE"; \
cp engine/LICENSE "$$PKG_STAGE/LICENSE.Shockolate"; \
cp NOTICE.txt "$$PKG_STAGE/NOTICE.txt"; \
mkdir -p "$(DIST_DIR)"; \
(cd "$(BUILD_DIR)/package" && zip -rq "$(CURDIR)/$(DIST_DIR)/$$PKG_NAME.zip" "$$PKG_NAME"); \
rm -rf "$(BUILD_DIR)/package"; \
echo "Wrote $(DIST_DIR)/$$PKG_NAME.zip"
# Builds the Quest APK (see build-image/build-apk.sh and
# android/engine-patches/ - engine/ itself is never modified; a patch is
# applied to a scratch copy at build time instead). Same
@@ -124,7 +193,7 @@ android-studio:
./run-image.sh bash build-image/prepare-android-project.sh --host-paths
clean:
rm -rf "$(DIST_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" \
rm -rf "$(DIST_DIR)" "$(DIST_WIN_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" "$(ENGINE_OUT_WIN)" \
engine/build_ext engine/CMakeCache.txt engine/CMakeFiles \
engine/cmake_install.cmake engine/Makefile engine/systemshock \
engine/src/Libraries/CMakeFiles \
+16
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@@ -16,3 +16,19 @@ The Android build additionally bundles:
- The Khronos Group's OpenXR-SDK loader
(https://github.com/KhronosGroup/OpenXR-SDK), prebuilt unmodified as
lib/arm64-v8a/libopenxr_loader.so. It is Apache 2.0-licensed.
The Windows build (cross-compiled via MinGW - see README's "4.2. Windows
cross-build") additionally bundles:
- GLEW (http://glew.sourceforge.net/), unmodified, as glew32.dll - used
for OpenGL extension loading, which Windows' own opengl32.dll doesn't
provide past OpenGL 1.1 (Linux instead gets this straight from Mesa's
headers, needing no separate loader library - see
engine/src/MacSrc/OpenGL.cc). It is licensed under a combination of the
Modified BSD License, the MIT License, and the Khronos License, all
permissive.
- The MinGW-w64 runtime's winpthreads library, as libwinpthread-1.dll. It
is MIT-licensed. (GCC's own runtime, libgcc/libstdc++, is linked
statically into systemshock.exe instead of shipped as a DLL, under the
GCC Runtime Library Exception - this doesn't subject the rest of the
binary to the GPL.)
+71 -14
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@@ -92,10 +92,30 @@ below.
## 4. Desktop build
Builds and runs Questshock natively on Linux (your dev machine, or any
Linux box) - useful for local development and testing without a VR
headset at all. For the VR-headset build, see "5. Android / Quest build"
below instead.
Builds and runs Questshock natively on the desktop (your dev machine, or
any Linux/Windows box) - useful for local development and testing
without a VR headset at all. For the VR-headset build, see "5. Android /
Quest build" below instead.
Two platforms: Linux (native) and Windows (x86_64, cross-compiled via
MinGW - see "4.2. Windows cross-build" below for how). `make dist`/`make
package` build **both** by default; use `make dist-linux`/`make
dist-win` (or `package-linux`/`package-win`) to build just one.
**Prerequisites:**
- **Docker** - `build-image.sh`/`run-image.sh` build and run the engine
build-image; no other build tool touches the host directly. The
Windows cross-toolchain (MinGW) is baked into the same build-image, so
building `dist-win` needs nothing extra beyond Docker itself.
- **`innoextract` and `unzip`** - optional, only needed by
`res/assets/extract_assets.sh` (see "3. Game assets" above) to unpack
the GOG installer locally; if either is missing, that script falls
back to running the extraction inside a throwaway Docker container
instead.
- **`zip`** - only needed on the host for `make package`/`package-win`
(the Windows release archive); `make dist`/`dist-win` and
`package-linux` don't need it.
```sh
# 1. Build the engine build-image (once, or after build-image/ changes)
@@ -104,11 +124,12 @@ below instead.
# 2. Get your own copy of the game data (see "3. Game assets" above), then:
res/assets/extract_assets.sh
# 3. Compile the engine and assemble dist/
# 3. Compile the engine and assemble dist/ (Linux) and dist-win/ (Windows)
make dist
# 4. Play
dist/run.sh
dist/run.sh # Linux
dist-win/run.bat # Windows (or systemshock.exe directly)
```
`make dist` always recompiles the engine from the current `engine/`
@@ -117,14 +138,38 @@ source (via `run-image.sh`), so a fresh build-image plus a re-run of
### 4.1. Packaging a distributable build
`make package` builds `dist/shockolate-<version>-linux-<arch>.tar.gz`: the
compiled binary, its runtime libraries, shaders, a default MIDI
soundfont, license information, and `res/GET_ASSETS.txt` in place of the
actual game data (which the tarball never includes). Version comes from
the current git tag (push a `vX.Y.Z` tag to drive a release); without one
it builds an untagged `0.0.0-dev+<sha>` placeholder. `make apk` (see
"5. Android / Quest build" below) is versioned identically, via the same
`build-image/version.sh`.
`make package` builds both `dist/shockolate-<version>-linux-<arch>.tar.gz`
and `dist/shockolate-<version>-windows-x86_64.zip`: the compiled
binary/DLLs, shaders, a default MIDI soundfont, license information, and
`res/GET_ASSETS.txt` in place of the actual game data (which neither
archive ever includes). Version comes from the current git tag (push a
`vX.Y.Z` tag to drive a release); without one it builds an untagged
`0.0.0-dev+<sha>` placeholder. `make apk` (see "5. Android / Quest build"
below) is versioned identically, via the same `build-image/version.sh`.
### 4.2. Windows cross-build
`make dist-win`/`make package-win` cross-compile a native Windows x86_64
build via MinGW (`x86_64-w64-mingw32-gcc`/`g++`, baked into the
build-image alongside the Linux toolchain - see
`build-image/build-engine-win.sh` and the "Windows cross-compile" section
of `build-image/Dockerfile`) - no Windows machine, Wine, or VM involved
in building it. `engine/CMakeLists.txt` already has working `WIN32`/
`MINGW` branches from Shockolate's own upstream Windows build (built
natively via Git Bash/MinGW on a real Windows machine - see
`engine/build_win64.sh`/`engine/appveyor.yml`), so unlike the Quest
build's `android/engine-patches/`, no source patching is needed here -
this cross-compiles those same branches offline and reproducibly, from
Linux, via Docker.
`dist-win/`/the packaged `.zip` ship `systemshock.exe` with its DLLs
(SDL2, SDL2_mixer, GLEW, fluidsynth-lite, plus the MinGW pthread runtime)
sitting flat alongside it, rather than in a `lib/` subdirectory like
`dist/` - Windows' default DLL search order already checks the
executable's own directory first, so no `PATH`/library-path setup is
needed the way `dist/run.sh` needs `LD_LIBRARY_PATH`.
Confirmed working (and playable) on a real Windows machine.
A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
package on every push, using the build-image as its container (so no
@@ -133,6 +178,18 @@ resulting tarball to dl.ladkau.de.
## 5. Android / Quest build
**Prerequisites:**
- **Docker** - same build-image as the desktop build (see "4. Desktop
build" above), plus network access at build time for Gradle/AGP's own
dependency resolution (the one target that isn't fully offline).
- **SideQuest or `adb`** (Android Platform Tools) - to sideload the built
APK onto the headset, and to enable/verify USB debugging; see "5.1.
Installing and playing" below.
- Building/debugging natively in Android Studio instead of via `make
apk` needs its own separate toolchain - see "5.2. Building natively in
Android Studio" below.
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`) that
can be sideloaded onto any Android-based VR headset with OpenXR support
+1 -1
View File
@@ -171,7 +171,7 @@ android {
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c"
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c"
abiFilters 'arm64-v8a'
}
}
+126 -129
View File
@@ -7,6 +7,7 @@
#include <GLES3/gl3.h>
#include "xr_mouse.h"
#include "xr_overlay.h"
#include "xr_session.h"
#include "xr_swapchain.h"
@@ -53,6 +54,7 @@ static XrSpace g_aim_space[2] = {XR_NULL_HANDLE, XR_NULL_HANDLE};
static bool g_prev_select[2] = {false, false};
static bool g_prev_menu = false;
static bool g_game_prev_hit[2] = {false, false};
static bool g_game_touch_active[2] = {false, false};
static bool g_menu_prev_hit[2] = {false, false};
static bool g_menu_touch_active[2] = {false, false};
static bool g_keyboard_prev_hit[2] = {false, false};
@@ -70,9 +72,6 @@ static int g_keyboard_drag_hand = -1;
static float g_keyboard_drag_offset_x = 0.0f;
static float g_keyboard_drag_offset_y = 0.0f;
static GLuint g_reticle_program = 0;
static GLint g_reticle_color_loc = -1;
// A "view" reference space, located once per frame (not per hand) to get
// an approximate head position for the laser-beam billboard math below -
// the only consumer of a head pose in this file. Both LOCAL (g_local_space,
@@ -82,9 +81,9 @@ static XrSpace g_view_space = XR_NULL_HANDLE;
// Per-hand laser-beam state: a thin, billboarded quad spanning from the
// controller to wherever that hand's ray currently crosses the plane of
// whichever overlay (keyboard/menu) claimed it this frame - see
// xr_input_build_beam()/xr_input_get_beam_layer(). Each hand gets its own
// tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
// whichever target (keyboard, menu, or the game quad) claimed it this
// frame - see xr_input_build_beam()/xr_input_get_beam_layer(). Each hand
// gets its own tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
// so two separately-colored textures is simplest). g_beam_quad_valid is
// reset to false at the top of every xr_input_sync_and_draw() call and
// only set back to true if that hand actually claims a beam this frame.
@@ -183,63 +182,6 @@ static void mat3_to_quat(const float x[3], const float y[3], const float z[3], X
}
}
static GLuint compile_shader(GLenum type, const char *src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
char log[512];
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
LOGE("XR: reticle shader compile failed: %s", log);
}
return shader;
}
// A standalone flat-color shader, independent of the engine's own
// textureShaderProgram (OpenGL.cc is a separate, C++-only translation
// unit, and shader state isn't shared across programs anyway) - position
// is emitted directly in clip space, matching the same [-1,1] local quad
// coordinates android_draw_surface_as_quad() (see android/engine-patches/
// 11-android-openxr-present.patch) already uses for its own vertex
// positions, so no view/projection matrix is needed here either.
static const char *kVertexSrc = "attribute vec3 position;\n"
"void main() { gl_Position = vec4(position, 1.0); }\n";
static const char *kFragmentSrc = "precision mediump float;\n"
"uniform vec4 color;\n"
"void main() { gl_FragColor = color; }\n";
// Attribute 0 to match kVertexSrc's single "position" attribute - fine to
// reuse the same numeric index the engine's own immediate-mode drawing
// treats specially, since that's a per-program binding and this program is
// never current at the same time as gl4es's immediate-mode emulation runs;
// xr_input_sync_and_draw() disables the array again right after drawing,
// the same discipline android_draw_surface_as_quad() already established.
#define RETICLE_POSITION_LOC 0
static bool xr_input_init_reticle_program(void) {
GLuint vs = compile_shader(GL_VERTEX_SHADER, kVertexSrc);
GLuint fs = compile_shader(GL_FRAGMENT_SHADER, kFragmentSrc);
g_reticle_program = glCreateProgram();
glAttachShader(g_reticle_program, vs);
glAttachShader(g_reticle_program, fs);
glBindAttribLocation(g_reticle_program, RETICLE_POSITION_LOC, "position");
glLinkProgram(g_reticle_program);
GLint linked = GL_FALSE;
glGetProgramiv(g_reticle_program, GL_LINK_STATUS, &linked);
glDeleteShader(vs);
glDeleteShader(fs);
if (!linked) {
char log[512];
glGetProgramInfoLog(g_reticle_program, sizeof(log), NULL, log);
LOGE("XR: reticle program link failed: %s", log);
return false;
}
g_reticle_color_loc = glGetUniformLocation(g_reticle_program, "color");
return true;
}
bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_format) {
g_instance = instance;
g_session = session;
@@ -349,9 +291,6 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
}
}
if (!xr_input_init_reticle_program())
return false;
LOGI("XR: input action set ready (aim pose + trigger + menu-toggle)");
return true;
}
@@ -361,10 +300,13 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
// below. dragCapable enables the keyboard-only title-bar/drag-handle
// handling (see TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION); the menu
// launcher has no title bar, so it's always false there and every hit is a
// plain click. Returns true if this overlay is visible - claiming the
// hand's ray processing for this frame, regardless of whether the ray
// actually hits it - so the caller should stop trying other targets (menu/
// keyboard/game quad are mutually exclusive per hand, per frame).
// plain click. Returns true only when this hand's ray is actually
// relevant to this overlay this frame - landing on it now, or continuing
// a touch/drag begun on a previous frame for this hand that hasn't been
// released yet - not merely because the overlay is visible. The caller
// should only stop trying other targets (menu/keyboard/game quad) when
// this returns true; a visible-but-unclaimed overlay falls through so a
// lower-priority target (ultimately the game quad) can still be aimed at.
static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
const XrSpaceLocation *location, float fx, float fy, float fz,
bool selectDownEdge, bool selectUpEdge, bool *touchActive,
@@ -375,6 +317,14 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
if (!xr_overlay_is_visible(overlay))
return false;
// Captured before this call's own down/up-edge handling below can
// mutate them, so a hand with a pending down-touch (waiting for its
// matching up) or an in-progress drag on *this* overlay still claims
// the ray this frame even if it has strayed off the panel's current
// bounds - see `claims` below.
bool hadTouch = *touchActive;
bool hadDrag = dragCapable && g_keyboard_dragging && g_keyboard_drag_hand == hand;
float quadCenterX, quadCenterY, distance, halfWidth, halfHeight;
xr_overlay_get_quad_extent(overlay, &quadCenterX, &quadCenterY, &distance, &halfWidth,
&halfHeight);
@@ -416,6 +366,12 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
*outCursorV = v;
}
// Only claim (and thus route/beam) this hand's ray to this overlay
// when it's actually relevant this frame: landing on it now, or
// continuing a touch/drag that started on it - never merely because
// it's visible.
bool claims = hit || hadTouch || hadDrag;
if (!dragCapable) {
if (selectDownEdge && hit) {
xr_overlay_touch(overlay, u, v, true);
@@ -424,7 +380,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
xr_overlay_touch(overlay, u, v, false);
*touchActive = false;
}
return true;
return claims;
}
bool onTitleBar = hit && v < TITLE_BAR_V_FRACTION;
@@ -457,7 +413,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
xr_overlay_set_position(overlay, worldX - g_keyboard_drag_offset_x,
worldY - g_keyboard_drag_offset_y);
}
return true;
return claims;
}
// Builds this hand's laser-beam quad - a thin, billboarded ribbon from the
@@ -568,6 +524,48 @@ static void xr_input_build_beam(int hand, const XrSpaceLocation *location, float
g_beam_quad_valid[hand] = true;
}
// Hit-tests this hand's ray against the game quad (xr_get_game_quad_extent())
// - the lowest-priority target, tried only once neither the keyboard nor
// menu overlay claimed the ray this frame (or, symmetrically, once this
// hand already has a pending mouse-down on the game quad - see
// g_game_touch_active and the keyboard/menu call sites in
// xr_input_sync_and_draw()). outU/outV (only meaningful when the
// returned hit is true) let the caller drive the game's own mouse cursor
// via xr_mouse.h. Returns plain `hit` - drag/touch dispatch for actual
// clicks is the caller's responsibility (xr_mouse_click()), not this
// function's, unlike xr_input_try_overlay().
static bool xr_input_try_game_quad(int hand, const XrSpaceLocation *location, float fx, float fy,
float fz, bool *outPlaneHit, float *outPlaneDistance,
float *outU, float *outV) {
float distance, halfWidth, halfHeight;
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
bool planeHit = false, hit = false;
float u = 0.0f, v = 0.0f, t = 0.0f;
if (fabsf(fz) > 1e-5f) {
t = (-distance - location->pose.position.z) / fz;
if (t > 0.0f) {
planeHit = true;
float cx = (location->pose.position.x + t * fx) / halfWidth;
float cy = (location->pose.position.y + t * fy) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
}
}
*outPlaneHit = planeHit;
*outPlaneDistance = t;
*outU = u;
*outV = v;
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_game_prev_hit[hand] = hit;
}
return hit;
}
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
if (g_action_set == XR_NULL_HANDLE)
return;
@@ -597,8 +595,10 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
// The billboard math needs an approximate head position - only bother
// locating it on frames where a beam could possibly be drawn at all.
bool needBeams = draw && (menuVisible || keyboardVisible);
// locating it on frames where a beam could possibly be drawn at all
// (i.e. any drawn frame - the game quad can claim a beam on its own
// even with both overlays closed).
bool needBeams = draw;
XrSpaceLocation headLoc = {XR_TYPE_SPACE_LOCATION};
bool haveHead = false;
if (needBeams) {
@@ -609,17 +609,6 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
(headLoc.locationFlags & neededHead) == neededHead;
}
// The GL reticle is drawn directly into whatever framebuffer is
// currently bound - the game quad's swapchain image (see xr_frame_end(),
// which calls this while that image is still bound). That only makes
// sense while aiming at the game quad; the menu/keyboard overlays' own
// cursors are drawn by their Java views instead (see
// xr_overlay_update_cursor() below), composited into their Bitmaps the
// same way their other content is.
bool drawReticle = draw && !menuVisible && !keyboardVisible;
if (drawReticle)
glUseProgram(g_reticle_program);
// Fed to xr_overlay_update_cursor() after the loop below - whichever
// hand's ray hits a given overlay last wins if both do, good enough
// for a single on-quad cursor per overlay (only ever updated when hit
@@ -686,15 +675,23 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
quat_rotate_vec(&location.pose.orientation, 0.0f, 0.0f, -1.0f, &fx, &fy, &fz);
// Keyboard first (it's the more likely target while it's up), then
// the menu launcher, then - only if neither is visible - the game
// quad's own reticle below. A single ray only ever interacts with
// one target per hand per frame. Whichever overlay claims the ray
// also gets a laser-beam quad built for it (if a head pose is
// available and the ray actually crosses that overlay's plane) -
// see xr_input_build_beam().
// the menu launcher, then - only once neither actually claims the
// ray this frame (not merely "isn't visible" - see
// xr_input_try_overlay()'s doc comment) - the game quad itself.
// Whichever target claims the ray gets a laser-beam quad built for
// it (if a head pose is available and the ray actually crosses
// that target's plane) - see xr_input_build_beam(). Keyboard/menu
// are additionally gated on !g_game_touch_active[hand]: a pending
// mouse-down on the game quad (trigger still held since a
// down-edge dispatched there) must keep claiming the ray even if
// it strays onto another panel before release, the cross-target
// analogue of xr_input_try_overlay()'s own hadTouch/hadDrag - the
// eventual mouse-up has to reach the game quad, not whatever the
// ray happens to be over on the release frame.
bool keyboardPlaneHit = false;
float keyboardPlaneDistance = 0.0f;
if (xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
if (!g_game_touch_active[hand] &&
xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
selectDownEdge, selectUpEdge, &g_keyboard_touch_active[hand],
&g_keyboard_prev_hit[hand], "keyboard", &keyboardCursorU,
&keyboardCursorV, &keyboardCursorHit, &keyboardPlaneHit,
@@ -706,7 +703,8 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
}
bool menuPlaneHit = false;
float menuPlaneDistance = 0.0f;
if (xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
if (!g_game_touch_active[hand] &&
xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
selectUpEdge, &g_menu_touch_active[hand], &g_menu_prev_hit[hand],
"menu", &menuCursorU, &menuCursorV, &menuCursorHit, &menuPlaneHit,
&menuPlaneDistance)) {
@@ -716,40 +714,42 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
continue;
}
float distance, halfWidth, halfHeight;
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
bool hit = false;
float u = 0.0f, v = 0.0f, cx = 0.0f, cy = 0.0f;
if (fabsf(fz) > 1e-5f) {
float t = (-distance - location.pose.position.z) / fz;
if (t > 0.0f) {
cx = (location.pose.position.x + t * fx) / halfWidth;
cy = (location.pose.position.y + t * fy) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
// Lowest priority (for a fresh hit): the game quad itself - drives
// the engine's own mouse cursor/clicks via xr_mouse.h, exactly
// like a desktop mouse (absolute position + left button), plus the
// same laser-beam visual the other two targets get.
bool gamePlaneHit = false;
float gamePlaneDistance = 0.0f, gameU = 0.0f, gameV = 0.0f;
bool gameHit = xr_input_try_game_quad(hand, &location, fx, fy, fz, &gamePlaneHit,
&gamePlaneDistance, &gameU, &gameV);
if (gameHit) {
int gameWidth, gameHeight;
xr_get_game_resolution(&gameWidth, &gameHeight);
int px = (int)(gameU * (float)gameWidth);
int py = (int)(gameV * (float)gameHeight);
if (px < 0)
px = 0;
else if (px >= gameWidth)
px = gameWidth - 1;
if (py < 0)
py = 0;
else if (py >= gameHeight)
py = gameHeight - 1;
xr_mouse_move(px, py);
}
if (selectDownEdge && gameHit) {
xr_mouse_click(true);
g_game_touch_active[hand] = true;
} else if (selectUpEdge && g_game_touch_active[hand]) {
xr_mouse_click(false);
g_game_touch_active[hand] = false;
}
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_game_prev_hit[hand] = hit;
}
if (!hit || !drawReticle)
continue;
const float kSize = 0.03f;
const float verts[] = {
cx - kSize, cy, 0.0f, cx + kSize, cy, 0.0f, cx, cy - kSize, 0.0f, cx, cy + kSize, 0.0f,
};
glUniform4fv(g_reticle_color_loc, 1, kHandColor[hand]);
glEnableVertexAttribArray(RETICLE_POSITION_LOC);
glVertexAttribPointer(RETICLE_POSITION_LOC, 3, GL_FLOAT, GL_FALSE, 0, verts);
glDrawArrays(GL_LINES, 0, 4);
glDisableVertexAttribArray(RETICLE_POSITION_LOC);
// gameHit implies gamePlaneHit (both only ever set together above),
// kept as a separate out-param for symmetry with
// xr_input_try_overlay()'s outPlaneHit/outPlaneDistance pair.
if (haveHead && gameHit)
xr_input_build_beam(hand, &location, fx, fy, fz,
fminf(gamePlaneDistance, MAX_BEAM_LENGTH_METERS), &headLoc);
}
if (menuVisible)
@@ -783,14 +783,11 @@ void xr_input_shutdown(void) {
g_select_click_action = XR_NULL_HANDLE;
g_menu_toggle_action = XR_NULL_HANDLE;
if (g_reticle_program != 0)
glDeleteProgram(g_reticle_program);
g_reticle_program = 0;
g_instance = XR_NULL_HANDLE;
g_session = XR_NULL_HANDLE;
memset(g_prev_select, 0, sizeof(g_prev_select));
memset(g_game_prev_hit, 0, sizeof(g_game_prev_hit));
memset(g_game_touch_active, 0, sizeof(g_game_touch_active));
memset(g_menu_prev_hit, 0, sizeof(g_menu_prev_hit));
memset(g_menu_touch_active, 0, sizeof(g_menu_touch_active));
memset(g_keyboard_prev_hit, 0, sizeof(g_keyboard_prev_hit));
+27 -17
View File
@@ -1,16 +1,25 @@
// Controller input for questshock's immersive Quest build: one OpenXR
// action set (aim pose + trigger click per hand, a menu-toggle button on
// the left controller) plus ray/quad hit-testing. While neither the menu
// launcher nor keyboard overlay (see xr_overlay.h, xr_session.c) is
// visible, this tests against the game quad xr_session.c submits and draws
// a small reticle where each hand's aim ray crosses it; while either
// overlay is visible, it tests against that overlay's quad instead (the
// keyboard is tried first), forwards trigger edges as synthetic touches,
// and - since neither overlay's own on-quad cursor gives any feedback
// while the ray is short of actually landing on it - builds a thin,
// the left controller) plus ray/quad hit-testing. Each hand's ray is
// tried against the keyboard overlay, then the menu overlay (see
// xr_overlay.h, xr_session.c), then - only if neither actually claims it
// this frame (landing on it now, or continuing a touch/drag begun on a
// previous frame - not merely because that overlay happens to be visible)
// - the game quad xr_session.c submits, forwarding trigger edges to
// whichever overlay claims the ray as synthetic touches. The game quad
// itself acts as a plain desktop-style mouse pointer into the engine's
// own UI (see xr_mouse.h) - absolute cursor position while the ray hits
// it, plus a left click on the trigger edge; a pending click there
// likewise keeps claiming the ray ahead of the keyboard/menu until
// released, so the eventual mouse-up isn't lost if the ray strays. Since
// none of the three targets' own feedback (the overlays' on-quad cursor,
// drawn by their Java views; the engine's own mouse cursor sprite for the
// game quad) gives any indication while the ray is short of actually
// landing on something, every claimed target also builds a thin,
// billboarded laser-beam quad per hand from the controller to wherever
// the ray currently crosses that overlay's plane (see
// xr_input_get_beam_layer()).
// the ray currently crosses that target's plane (see
// xr_input_get_beam_layer()) - so aiming looks and behaves the same
// whether the target is an overlay or the game quad itself.
#ifndef QUESTSHOCK_XR_INPUT_H
#define QUESTSHOCK_XR_INPUT_H
@@ -38,17 +47,18 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
// Call once per frame from xr_frame_end(), before releasing the acquired
// swapchain image - syncs this frame's action states (always, so edge
// detection stays correct even on frames with nothing to draw), handles
// the menu_toggle button's edge, and either draws a game-quad reticle or
// forwards menu-quad touches, per the menu's current visibility (see the
// file comment above). draw gates only the reticle - if false (nothing to
// draw into this frame, e.g. no swapchain image was acquired), hit-testing
// and touch-forwarding still run. baseSpace/time must match whatever
// the menu_toggle button's edge, and hit-tests/dispatches each hand's ray
// against keyboard/menu/game quad in that priority order (see the file
// comment above). draw gates only the laser-beam visuals (and the
// head-pose locate that feeds them) - if false (nothing to draw into this
// frame, e.g. no swapchain image was acquired), hit-testing and
// touch-forwarding still run. baseSpace/time must match whatever
// xr_frame_begin() used to predict this frame.
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw);
// Call once per hand (hand: 0=left, 1=right) after xr_input_sync_and_draw()
// in the same frame - if that hand's ray claimed the keyboard or menu
// overlay this frame (see the file comment above), fills *out_quad's
// in the same frame - if that hand's ray claimed the keyboard, menu, or
// game quad this frame (see the file comment above), fills *out_quad's
// subImage/pose/size for its laser-beam ribbon and returns true.
// space/eyeVisibility/layerFlags are left for the caller to set, same
// convention as xr_overlay_render_and_build_layer(). Returns false
+20
View File
@@ -0,0 +1,20 @@
#include "xr_mouse.h"
#include <SDL.h>
#include "mouse.h" // engine/src/Libraries/INPUT/Source/mouse.h - mouse_put_xy()
void xr_mouse_move(int x, int y) { mouse_put_xy((short)x, (short)y); }
void xr_mouse_click(bool down) {
SDL_Event event;
SDL_zero(event);
event.type = down ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
event.button.timestamp = SDL_GetTicks();
event.button.windowID = 0;
event.button.which = 0;
event.button.button = SDL_BUTTON_LEFT;
event.button.state = down ? SDL_PRESSED : SDL_RELEASED;
event.button.clicks = 1;
SDL_PushEvent(&event);
}
+35
View File
@@ -0,0 +1,35 @@
// Bridges VR aim-ray hit-testing (xr_input.c) to the vendored engine's
// mouse input (engine/src/Libraries/INPUT/Source/mouse.h) - lets the
// controller's laser pointer drive the game's own UI (inventory, menus,
// dialogs) exactly like a desktop mouse: absolute cursor position plus a
// single left button, no relative/mouselook mode, no right button.
#ifndef QUESTSHOCK_XR_MOUSE_H
#define QUESTSHOCK_XR_MOUSE_H
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Sets the engine's absolute mouse position (mouse_put_xy()) - call every
// frame the aim ray is actually hitting the game quad; x/y are pixel
// coordinates in the game's own logical resolution (see
// xr_get_game_resolution() in xr_session.h), already clamped by the
// caller. Do not call on frames the ray isn't hitting the game quad - the
// cursor should hold its last position, not snap elsewhere.
void xr_mouse_move(int x, int y);
// Pushes a synthetic SDL_MOUSEBUTTONDOWN/UP (SDL_BUTTON_LEFT) - matches
// KeyboardOverlay's nativeSendPrintableChar() in questshock_native.c: a
// plain SDL_Event built by hand and handed to the public SDL_PushEvent(),
// no engine patch needed. pump_events() (sdl_events.c) reads whatever
// mouse_put_xy() last set, not any x/y carried on the event itself - call
// xr_mouse_move() first if position needs updating this frame.
void xr_mouse_click(bool down);
#ifdef __cplusplus
}
#endif
#endif
+14 -10
View File
@@ -350,14 +350,13 @@ void xr_frame_end(void) {
if (g_session == XR_NULL_HANDLE)
return;
// Draw the laser-pointer reticle into the still-bound game swapchain
// framebuffer before releasing it, so it composites on top of whatever
// this frame's game content already drew there. Syncing actions
// happens even when there's nothing to draw (no acquired image this
// frame), so edge detection (trigger/menu-button clicks) doesn't miss a
// frame. Only ever draws while neither overlay is visible (see
// xr_input.c) - the menu/keyboard render into their own independent
// swapchain images below.
// Syncs actions and hit-tests/dispatches each hand's ray against
// keyboard/menu/game quad (see xr_input.c) before the game swapchain
// image is released below - this always runs, even when there's
// nothing to draw (no acquired image this frame), so edge detection
// (trigger/menu-button clicks) doesn't miss a frame. Any resulting
// laser-beam quads are submitted as their own composition layers
// further down, not drawn into the game swapchain itself.
if (xr_is_session_running())
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
g_have_acquired_game_image);
@@ -374,8 +373,8 @@ void xr_frame_end(void) {
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
// unlike the game quad there's no per-frame engine rendering to wrap
// around here, just each overlay's own blit - and, per hand, a
// laser-beam quad while that hand's ray is aimed at one of those two
// overlays (see xr_input_get_beam_layer()).
// laser-beam quad while that hand's ray is aimed at the keyboard,
// menu, or the game quad itself (see xr_input_get_beam_layer()).
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
gameQuad.space = g_local_space;
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
@@ -470,3 +469,8 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
*half_height_m =
QUAD_WIDTH_METERS * 0.5f * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
}
void xr_get_game_resolution(int *width, int *height) {
*width = g_game_swapchain.width;
*height = g_game_swapchain.height;
}
+7
View File
@@ -74,6 +74,13 @@ void xr_shutdown(void);
// laser pointer always matches whatever's actually visible.
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m);
// Pixel resolution of the game quad's own swapchain - i.e. game_width/
// game_height as passed to xr_init() (grd_cap->w/h, see Shock.c's
// InitSDL()) - the logical coordinate space xr_input.c needs to convert a
// game-quad ray hit's normalized u,v into engine mouse coordinates (see
// xr_mouse.h).
void xr_get_game_resolution(int *width, int *height);
#ifdef __cplusplus
}
#endif
+1 -2
View File
@@ -146,8 +146,7 @@ bool xr_swapchain_acquire(XrInstance instance, XrSwapchainState *state) {
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
// itself created (see xr_swapchain_create()), so its own "current FBO"
// bookkeeping updates correctly and its immediate-mode draw calls
// (android_draw_surface_as_quad(), the laser reticle) land in the right
// place.
// (android_draw_surface_as_quad()) land in the right place.
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
glViewport(0, 0, state->width, state->height);
return true;
+113 -3
View File
@@ -18,6 +18,13 @@ ARG FLUIDSYNTH_LITE_REF=c539a8d9270ba5a3f7d6e460606483fc2ab1eb61
# Soundfont used for MIDI music, matching what engine/build_deps.sh itself
# fetches (a free substitute for the Windows default GM soundfont).
ARG SOUNDFONT_URL=http://rancid.kapsi.fi/windows.sf2
# GLEW, for the Windows/MinGW cross-build only (engine/CMakeLists.txt's
# WIN32 branch - Windows' own opengl32.dll only exposes OpenGL 1.1, so
# anything newer needs GLEW's runtime extension loading; Linux instead
# gets modern prototypes straight from Mesa's headers, no loader needed -
# see engine/src/MacSrc/OpenGL.cc). Matches the version engine/'s own
# upstream Windows build script (build_win64.sh) used.
ARG GLEW_VERSION=2.1.0
# Gitea/GitHub Actions' JS-based actions (actions/checkout,
# actions/upload-artifact, ...) need a node binary in the container job's
# PATH - this image is otherwise pure C toolchain, so it isn't pulled in
@@ -99,6 +106,15 @@ ENV DEBIAN_FRONTEND=noninteractive
# openssh-client: the CI workflow's `sftp` publish step.
# openjdk-17-jdk-headless: Gradle/AGP's own minimum JDK for the APK build.
# unzip: extracts the Android cmdline-tools zip below.
# mingw-w64: the x86_64-w64-mingw32-{gcc,g++,windres,ar,...} cross
# toolchain for the Windows desktop build (see the "Windows cross-compile"
# section below). Ubuntu ships both a win32-thread-model and a
# posix-thread-model variant behind update-alternatives; the default
# (win32) is fine here since nothing in engine/ uses std::thread.
# zip: `make package-win`'s Windows release archive - a CI job's own
# `make package` runs inside this image as its container (see
# .gitea/workflows/build.yml), so it needs to be baked in here, not just
# available on a local dev machine's own host (see README).
#
# All apt installs deliberately live in this one RUN, first, so editing
# anything below it (in particular the Android cross-compile steps, the
@@ -111,7 +127,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
libogg-dev libvorbis-dev libasound2-dev openssh-client \
openjdk-17-jdk-headless unzip \
openjdk-17-jdk-headless unzip mingw-w64 zip \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /opt/prebuilt
@@ -150,10 +166,96 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git \
&& rm -rf .git
# General MIDI soundfont for fluidsynth playback - engine/build_deps.sh
# fetches the same file and drops it into engine/res/.
# fetches the same file and drops it into engine/res/. Shared by both the
# Linux and Windows builds below.
RUN mkdir -p soundfont \
&& curl -sSL -o soundfont/default.sf2 "${SOUNDFONT_URL}"
# CMake toolchain file for the Windows/MinGW cross-build below, reused at
# container-run time by build-image/build-engine-win.sh (see
# MINGW_TOOLCHAIN_FILE) to cross-compile engine/ itself the same way. GCC's
# runtime (libgcc/libstdc++) is linked statically so only the SDL2/
# SDL2_mixer/GLEW/fluidsynth-lite DLLs (plus libwinpthread, which isn't
# safe to static-link the same way) need shipping alongside systemshock.exe.
ENV MINGW_TOOLCHAIN_FILE=/opt/mingw-toolchain.cmake
RUN printf '%s\n' \
'set(CMAKE_SYSTEM_NAME Windows)' \
'set(CMAKE_SYSTEM_PROCESSOR x86_64)' \
'set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc)' \
'set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++)' \
'set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres)' \
'set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32)' \
'# LIBRARY/INCLUDE/PACKAGE deliberately left at CMake'"'"'s own' \
'# cross-compiling default (BOTH) - engine/CMakeLists.txt'"'"'s' \
'# BUNDLED SDL2/SDL2_mixer/FluidSynth find_library() calls point at' \
'# build_ext/ (outside this sysroot entirely), which ONLY would' \
'# refuse to search.' \
'set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)' \
'set(CMAKE_EXE_LINKER_FLAGS_INIT "-static-libgcc -static-libstdc++")' \
> "${MINGW_TOOLCHAIN_FILE}"
# SDL2 and SDL2_mixer for Windows: unlike the desktop build above, these
# are libsdl.org's own official prebuilt MinGW devel packages (headers +
# import libs + DLLs for x86_64-w64-mingw32), not built from source here -
# SDL2's autotools setup targets *nix; upstream ships MinGW builds
# pre-made instead, same as engine/'s own upstream Windows build script
# (build_win64.sh) uses. Same version pins as the Linux build above, so
# both desktop builds ship the same SDL2/SDL2_mixer release.
RUN curl -sSLO "https://www.libsdl.org/release/SDL2-devel-${SDL2_VERSION}-mingw.tar.gz" \
&& tar xf "SDL2-devel-${SDL2_VERSION}-mingw.tar.gz" \
&& mkdir -p /opt/prebuilt/win \
&& mv "SDL2-${SDL2_VERSION}/x86_64-w64-mingw32" /opt/prebuilt/win/sdl2 \
&& rm -rf "SDL2-${SDL2_VERSION}" "SDL2-devel-${SDL2_VERSION}-mingw.tar.gz"
RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz" \
&& tar xf "SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz" --exclude=Xcode \
&& mv "SDL2_mixer-${SDL2_MIXER_VERSION}/x86_64-w64-mingw32" /opt/prebuilt/win/sdl2_mixer \
&& rm -rf "SDL2_mixer-${SDL2_MIXER_VERSION}" "SDL2_mixer-devel-${SDL2_MIXER_VERSION}-mingw.tar.gz"
# GLEW for Windows: compiled directly instead of via GLEW's own bundled
# cross-compile Makefile configs (config/Makefile.linux-mingw64 et al) -
# those pass raw `-soname`/`--out-implib` straight to whatever $(LD) is
# set to, which only works if LD is the real `ld` binary, not gcc-as-
# linker-driver (and that config also hardcodes a 32-bit `i686-w64-
# mingw32` host despite the "64" in its name) - simpler and more robust
# to just compile+link GLEW's one source file ourselves. Produces
# glew32.dll (to ship alongside systemshock.exe) and libglew32.dll.a (the
# MinGW import library engine/CMakeLists.txt's WIN32 branch links
# against).
RUN curl -sSL -o "glew-${GLEW_VERSION}.tgz" \
"https://sourceforge.net/projects/glew/files/glew/${GLEW_VERSION}/glew-${GLEW_VERSION}.tgz/download" \
&& tar xf "glew-${GLEW_VERSION}.tgz" \
&& cd "glew-${GLEW_VERSION}" \
&& mkdir -p /opt/prebuilt/win/glew/include/GL /opt/prebuilt/win/glew/lib \
&& x86_64-w64-mingw32-gcc -DGLEW_NO_GLU -O2 -Iinclude -c src/glew.c -o glew.o \
&& x86_64-w64-mingw32-gcc -shared \
-Wl,--out-implib,/opt/prebuilt/win/glew/lib/libglew32.dll.a \
-o /opt/prebuilt/win/glew/lib/glew32.dll \
glew.o -lopengl32 -lgdi32 -luser32 -lkernel32 \
&& cp include/GL/glew.h include/GL/wglew.h /opt/prebuilt/win/glew/include/GL/ \
&& cd .. && rm -rf "glew-${GLEW_VERSION}" "glew-${GLEW_VERSION}.tgz"
# fluidsynth-lite for Windows: same source/ref/DLL-mode patch as the
# desktop build above, cross-compiled via the MinGW toolchain file. WIN32
# skips fluidsynth-lite's own pthread dependency (see its CMakeLists.txt),
# so no libwinpthread linkage to worry about here.
RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-win \
&& cd fluidsynth-lite-win \
&& git checkout "${FLUIDSYNTH_LITE_REF}" \
&& sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt \
&& rm -rf .git \
&& cd .. \
&& cmake -S fluidsynth-lite-win -B build-fluidsynth-win \
-DCMAKE_TOOLCHAIN_FILE="${MINGW_TOOLCHAIN_FILE}" \
&& cmake --build build-fluidsynth-win -j"$(nproc)" \
&& mkdir -p /opt/prebuilt/win/fluidsynth-lite/lib /opt/prebuilt/win/fluidsynth-lite/include \
&& cp build-fluidsynth-win/src/*.dll build-fluidsynth-win/src/*.dll.a \
/opt/prebuilt/win/fluidsynth-lite/lib/ \
&& cp -a fluidsynth-lite-win/include/. /opt/prebuilt/win/fluidsynth-lite/include/ \
&& cp build-fluidsynth-win/include/fluidsynth/version.h \
/opt/prebuilt/win/fluidsynth-lite/include/fluidsynth/version.h \
&& rm -rf fluidsynth-lite-win build-fluidsynth-win
# Node.js: needed only so Gitea/GitHub Actions' JS-based actions can run
# when this image is used as a CI job's container - see NODE_VERSION above.
RUN curl -sSL -o /tmp/node.tar.xz \
@@ -283,7 +385,15 @@ RUN git clone --branch "release-${ANDROID_OPENXR_VERSION}" --depth 1 \
COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh
RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
# 755, not +x: the entrypoint drops to a `builder` user matching the
# *host's* UID/GID (see docker-entrypoint.sh), which is never in these
# root-owned files' group, so it needs the image's own explicit
# world-read+execute here - `chmod +x` alone only adds execute bits on
# top of whatever "other" permissions the source file happened to have
# (which depends on the host's umask at checkout, e.g. a restrictive
# 0007 umask yields unreadable-by-other files, which then round-trip
# into the image and cause a Permission denied at container run time).
RUN chmod 755 /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
# Marks a shell as already running inside this image (with every engine
# build dependency prebuilt above) - lets the Makefile's `engine` target
+106
View File
@@ -0,0 +1,106 @@
#!/usr/bin/env bash
# Cross-compiles engine/ (the vendored Shockolate snapshot) for Windows
# (x86_64) via MinGW, against the dependencies prebuilt into this image at
# /opt/prebuilt/win - no network access needed. engine/CMakeLists.txt
# already has working WIN32/MINGW branches (the upstream Shockolate
# project's own build_win64.sh/appveyor.yml build the same way, natively
# on Windows via Git Bash/MinGW; this cross-compiles the same branches
# fully offline and reproducibly from Linux instead), so no source
# patching is needed, unlike the Quest build's android/engine-patches/.
#
# Builds from a scratch copy of engine/ (like android/engine-patches/
# does for the Quest build) rather than engine/ itself: its BUNDLED
# dependency paths (build_ext/built_sdl etc.) and in-source CMake cache
# are relative to/inside the source tree, and would otherwise collide
# with the Linux desktop build's own build_ext/CMakeCache.txt (see
# build-engine.sh) if both are built from the same checkout, as `make
# dist` (dist-linux + dist-win) does.
#
# Must be run with the repo root as the working directory - either via
# ../run-image.sh, or directly when already inside this image (see the
# Makefile's `engine-win` target, which picks whichever of these
# applies, same as `engine`).
#
# Output lands in engine/.build-output-win/: systemshock.exe, the DLLs
# it needs at runtime, and a default MIDI soundfont - everything the
# root Makefile needs to assemble dist-win/.
set -euo pipefail
REPO_ROOT="$(pwd)"
SCRATCH_ENGINE="$REPO_ROOT/build/win-engine"
OUT_DIR="$REPO_ROOT/engine/.build-output-win"
echo "== Preparing a scratch copy of engine/ for the Windows cross-build =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
# See build-engine.sh for why this detection is needed (e.g. a VirtualBox
# vboxsf shared folder refusing to create symlinks or preserve hard-link
# relationships) - applied here too since build/ is under the same
# bind-mounted repo checkout.
CP_FLAGS=(-a)
mkdir -p "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
if ! ln -s test-target "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir/test" 2>/dev/null; then
echo "(destination filesystem doesn't support symlinks - copying real file content instead)"
CP_FLAGS=(-a --dereference --no-preserve=links)
fi
rm -rf "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
cp "${CP_FLAGS[@]}" "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
cd "$SCRATCH_ENGINE"
# If engine/ has ever been built in-source directly (`make dist`/`make
# engine` - see build-engine.sh), that leftover CMakeCache.txt etc. just
# got copied along verbatim - and it still points at the real engine/
# path, not this scratch copy, which CMake refuses to configure against
# ("directory is different than the directory where CMakeCache.txt was
# created"). Same artifact list as .gitignore's "Engine build artifacts"
# section.
rm -rf build_ext CMakeCache.txt CMakeFiles cmake_install.cmake Makefile \
systemshock src/Libraries/CMakeFiles
echo "== Wiring up prebuilt SDL2/SDL2_mixer/GLEW/fluidsynth-lite (Windows/MinGW) from the image =="
rm -rf build_ext
mkdir -p build_ext
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2 build_ext/built_sdl
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2_mixer build_ext/built_sdl_mixer
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/glew build_ext/built_glew
# engine/CMakeLists.txt's BUNDLED FluidSynth mode hardcodes
# build_ext/fluidsynth-lite/src as the library search path (matching the
# desktop Linux in-source build's own output layout) - same lib/ -> src/
# remapping build-image/prepare-android-project.sh does for the Quest
# build's own prebuilt fluidsynth-lite.
mkdir -p build_ext/fluidsynth-lite/src build_ext/fluidsynth-lite/include
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/lib/. build_ext/fluidsynth-lite/src/
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/include/. build_ext/fluidsynth-lite/include/
echo "== Configuring (CMake, MinGW cross-compile, BUNDLED SDL2/SDL2_mixer/FluidSynth) =="
cmake -DCMAKE_TOOLCHAIN_FILE="$MINGW_TOOLCHAIN_FILE" \
-DENABLE_SDL2=BUNDLED -DENABLE_SOUND=BUNDLED -DENABLE_FLUIDSYNTH=BUNDLED .
echo "== Compiling =="
make -j"$(nproc)" systemshock
echo "== Assembling engine/.build-output-win =="
rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR"
cp systemshock.exe "$OUT_DIR/"
# Only SDL2.dll/SDL2_mixer.dll themselves - not SDL2_mixer's own bundled
# codec DLLs (libvorbis, libmodplug, libopus, ...), matching what
# engine/'s own upstream Windows build script (build_win64.sh) ships:
# Shockolate only ever calls Mix_LoadWAV_RW/Mix_HookMusic (same as the
# Quest build - see build-image/Dockerfile's Android layer comment),
# never loading the OGG/MOD/MP3 game data those codecs would be for.
cp build_ext/built_sdl/bin/SDL2.dll build_ext/built_sdl_mixer/bin/SDL2_mixer.dll "$OUT_DIR/"
cp build_ext/built_glew/lib/glew32.dll "$OUT_DIR/"
cp build_ext/fluidsynth-lite/src/*.dll "$OUT_DIR/"
# libgcc/libstdc++ are statically linked (see the Dockerfile's
# MINGW_TOOLCHAIN_FILE), but fluidsynth-lite/SDL2 still pull in the
# MinGW pthread emulation dynamically.
cp /usr/x86_64-w64-mingw32/lib/libwinpthread-1.dll "$OUT_DIR/"
cp /opt/prebuilt/soundfont/default.sf2 "$OUT_DIR/soundfont.sf2"
echo "== Done =="
echo "Binary: $OUT_DIR/systemshock.exe"
echo "DLLs: $OUT_DIR/*.dll"
echo "Soundfont: $OUT_DIR/soundfont.sf2"
+23 -4
View File
@@ -22,9 +22,28 @@ cd "$ENGINE_DIR"
echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
rm -rf build_ext
mkdir -p build_ext
cp -a /opt/prebuilt/built_sdl build_ext/
cp -a /opt/prebuilt/built_sdl_mixer build_ext/
cp -a /opt/prebuilt/fluidsynth-lite build_ext/
# Some filesystems the repo might be checked out on (e.g. a VirtualBox
# vboxsf shared folder) refuse to create symlinks at all ("Operation not
# permitted"), which plain `cp -a` needs for SDL2/SDL2_mixer's
# libFoo.so -> libFoo.so.N -> libFoo.so.N.M dev-symlink chain. Detect
# that up front, once, and copy real file content instead of recreating
# links if so, rather than failing partway through. `-a` implies
# --preserve=all (which includes hard-link relationships between files,
# not just symlinks - SDL2's install hard-links the two most-specific
# version files together), so --no-preserve=links is needed alongside
# --dereference to avoid that too.
CP_FLAGS=(-a)
if ! ln -s test-target build_ext/.symlink-test 2>/dev/null; then
echo "(destination filesystem doesn't support symlinks - copying real file content instead)"
CP_FLAGS=(-a --dereference --no-preserve=links)
else
rm -f build_ext/.symlink-test
fi
cp "${CP_FLAGS[@]}" /opt/prebuilt/built_sdl build_ext/
cp "${CP_FLAGS[@]}" /opt/prebuilt/built_sdl_mixer build_ext/
cp "${CP_FLAGS[@]}" /opt/prebuilt/fluidsynth-lite build_ext/
echo "== Configuring (CMake, BUNDLED SDL2/SDL2_mixer/FluidSynth) =="
rm -f CMakeCache.txt
@@ -38,7 +57,7 @@ rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR/lib"
cp systemshock "$OUT_DIR/"
find build_ext/built_sdl/lib build_ext/built_sdl_mixer/lib build_ext/fluidsynth-lite/src \
-name '*.so*' -not -name '*.la' -exec cp -a {} "$OUT_DIR/lib/" \;
-name '*.so*' -not -name '*.la' -exec cp "${CP_FLAGS[@]}" {} "$OUT_DIR/lib/" \;
cp /opt/prebuilt/soundfont/default.sf2 "$OUT_DIR/soundfont.sf2"
echo "== Done =="
+13
View File
@@ -11,4 +11,17 @@ USER_GID="${HOST_GID:-1000}"
groupadd -g "$USER_GID" builder 2>/dev/null || true
useradd -u "$USER_UID" -g "$USER_GID" -m -s /bin/bash builder 2>/dev/null || true
# /workspace (the bind-mounted repo) may actually be owned by a group the
# host user only has via *supplementary* membership rather than their
# primary GID above - e.g. a VirtualBox vboxsf shared folder, which shows
# up as root:vboxsf on the host and would otherwise be inaccessible to
# `builder` here (falls through to "other", which vboxsf's default mode
# leaves with no permissions at all). Join whatever group actually owns
# /workspace too, if it differs.
WORKSPACE_GID="$(stat -c %g /workspace 2>/dev/null || true)"
if [ -n "$WORKSPACE_GID" ] && [ "$WORKSPACE_GID" != "$USER_GID" ]; then
groupadd -g "$WORKSPACE_GID" workspace 2>/dev/null || true
usermod -aG "$WORKSPACE_GID" builder 2>/dev/null || true
fi
exec gosu builder "$@"
+4
View File
@@ -0,0 +1,4 @@
@echo off
cd /d "%~dp0"
systemshock.exe %*
exit /b %errorlevel%