Compare commits
5 Commits
v0.2.1
..
2300d081c3
| Author | SHA1 | Date | |
|---|---|---|---|
| 2300d081c3 | |||
| 0f59898bb6 | |||
| 4e47e0a989 | |||
| ac640762d7 | |||
| 3da137da09 |
@@ -55,8 +55,8 @@ jobs:
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# instance's artifact storage doesn't support (GHESNotSupportedError) - v3 works.
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uses: actions/upload-artifact@v3
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with:
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name: questshock
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path: dist/questshock-*-linux-*.tar.gz
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name: shockolate
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path: dist/shockolate-*-linux-*.tar.gz
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- name: Build Quest APK
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# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
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@@ -71,7 +71,7 @@ jobs:
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uses: actions/upload-artifact@v3
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with:
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name: questshock-quest-apk
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path: dist/questshock-debug.apk
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path: dist/questshock-*-android-*.apk
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- name: Publish to dl.ladkau.de
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# Uploads the tarball and APK over SFTP instead of using
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@@ -80,7 +80,8 @@ jobs:
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if: gitea.event_name == 'push'
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run: |
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set -euo pipefail
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TARBALL="$(ls dist/questshock-*-linux-*.tar.gz)"
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TARBALL="$(ls dist/shockolate-*-linux-*.tar.gz)"
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APK="$(ls dist/questshock-*-android-*.apk)"
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mkdir -p ~/.ssh
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echo "${{ secrets.DL_SFTP_KEY }}" > ~/.ssh/dl_sftp_key
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chmod 600 ~/.ssh/dl_sftp_key
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@@ -89,5 +90,5 @@ jobs:
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uploader@dl.ladkau.de <<EOF
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-mkdir files/questshock
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put $TARBALL files/questshock/$(basename "$TARBALL")
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put dist/questshock-debug.apk files/questshock/questshock-debug.apk
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put $APK files/questshock/$(basename "$APK")
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EOF
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@@ -1,3 +1,6 @@
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# Android studio project files
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/android/.idea
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# Game assets are not included in the repo
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/res/assets/setup_system_shock_enhanced*
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/res/assets/ss_ee/
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@@ -65,7 +65,7 @@ dist: engine assets
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@echo "== Done - run $(DIST_DIR)/run.sh to play =="
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# Builds a versioned, redistributable Linux release tarball at
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# dist/questshock-<version>-linux-<arch>.tar.gz - everything needed to
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# dist/shockolate-<version>-linux-<arch>.tar.gz - everything needed to
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# run except the proprietary game assets (res/GET_ASSETS.txt explains how
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# to get those instead of shipping res/data/, res/sound/). Version
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# defaults to the current git tag (vX.Y.Z, tag prefix stripped) - push a
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@@ -74,20 +74,8 @@ dist: engine assets
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# placeholder version, with a warning).
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package: engine
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@git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true
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@V="$(VERSION)"; \
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if [ -z "$$V" ]; then \
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if TAG=$$(git describe --tags --exact-match --match 'v[0-9]*.[0-9]*.[0-9]*' 2>/dev/null); then \
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V=$${TAG#v}; \
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else \
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V="0.0.0-dev+$$(git rev-parse --short HEAD)"; \
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echo "WARNING: HEAD is not on a vX.Y.Z tag - building placeholder version $$V (push a tag to drive a real release version)" >&2; \
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fi; \
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fi; \
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case "$$V" in \
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[0-9]*.[0-9]*.[0-9]*) ;; \
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*) echo "PREFLIGHT FAIL: VERSION '$$V' is not a semantic version (expected X.Y.Z, optionally with a -pre+meta suffix)" >&2; exit 1;; \
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esac; \
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PKG_NAME="questshock-$$V-linux-$(ARCH)"; \
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@V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \
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PKG_NAME="shockolate-$$V-linux-$(ARCH)"; \
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PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \
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echo "Packaging $$PKG_NAME"; \
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rm -rf "$$PKG_STAGE"; \
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@@ -6,6 +6,16 @@ An open source project to play the classic 1994 System Shock on a VR
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headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
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a cross-platform port of the original game.
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## Design principles
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- **Standalone-headset-only.** The game must run entirely on the headset
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itself - no PC required, whether tethered or streamed (not PCVR). Any
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feature or dependency that assumes a host PC is out of scope.
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- **OpenXR-first.** Favor OpenXR-standard APIs over vendor-specific ones
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(e.g. Meta's Oculus Mobile SDK) wherever there's a choice, so the port
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isn't locked to Meta Quest and can work across other standalone,
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Android-based OpenXR headsets (e.g. Pico) too.
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## Layout
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- `engine/` - a vendored snapshot of the Shockolate engine source. Built
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@@ -22,9 +32,9 @@ a cross-platform port of the original game.
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- `res/run.sh` - the launcher script, copied into `dist/` on build.
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- `Makefile` - assembles `dist/`, a self-contained runnable copy of the
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game, out of the compiled engine and the extracted assets. Also builds
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`dist/questshock-<version>-linux-<arch>.tar.gz`, a redistributable
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`dist/shockolate-<version>-linux-<arch>.tar.gz`, a redistributable
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package that omits the proprietary game assets (`make package`), and
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`dist/questshock-debug.apk` for the Quest (`make apk`).
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`dist/questshock-<version>-android-arm64.apk` for the Quest (`make apk`).
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- `android/` - the Quest app (Java `SDLActivity` glue, Gradle project).
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`android/engine-patches/` holds the one small patch needed to build
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`engine/` as an Android shared library instead of a desktop executable
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@@ -64,14 +74,22 @@ game data lives inside it in a zip-format `sshock.kpf`) into
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they aren't installed locally it falls back to running the extraction in
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a throwaway Docker container instead.
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If you already have the game installed instead (on Windows, or via
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Wine/Proton on Linux), you don't need the installer or the script at
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all - just copy its `res/data/` and `res/sound/` folders directly into
|
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`res/assets/ss_ee/data/` and `res/assets/ss_ee/sound/`. That's exactly
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the same layout `extract_assets.sh` produces, so `make dist`/`make
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package`/`make apk` pick it up the same way either way.
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## Packaging
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`make package` builds `dist/questshock-<version>-linux-<arch>.tar.gz`: the
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`make package` builds `dist/shockolate-<version>-linux-<arch>.tar.gz`: the
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compiled binary, its runtime libraries, shaders, a default MIDI
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soundfont, license information, and `res/GET_ASSETS.txt` in place of the
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actual game data (which the tarball never includes). Version comes from
|
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the current git tag (push a `vX.Y.Z` tag to drive a release); without one
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it builds an untagged `0.0.0-dev+<sha>` placeholder.
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it builds an untagged `0.0.0-dev+<sha>` placeholder. `make apk` (below)
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is versioned identically, via the same `build-image/version.sh`.
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A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
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package on every push, using the build-image as its container (so no
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@@ -80,11 +98,14 @@ resulting tarball to dl.ladkau.de.
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## Playing on Meta Quest
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`make apk` builds `dist/questshock-debug.apk` - a plain (non-VR) Android
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app that runs as a flat, floating panel in the Quest's Home environment,
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same as any other sideloaded Android app. It's not a head-tracked 6DoF VR
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port (that's a much larger, separate undertaking); play with a Bluetooth
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mouse/keyboard connected to the headset.
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`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
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immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`): the
|
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game's own rendering is unchanged (still a flat, 2D render, no stereo 3D
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scene), but instead of running as a Home-hosted 2D panel it's now shown as
|
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a single head-tracked quad floating in front of the viewer in an otherwise
|
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empty space. There's no controller-driven interaction yet (that's ongoing
|
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work - a laser-pointer-driven menu and on-screen keyboard); for now, play
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with a Bluetooth mouse/keyboard connected to the headset same as before.
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1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
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install`).
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@@ -99,6 +120,34 @@ mouse/keyboard connected to the headset.
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`/sdcard/questshock/res/`.
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4. Launch it again.
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### Building natively in Android Studio
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`make apk` always compiles the engine and links the APK inside the
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Docker build-image - convenient for CI/CLI builds, but Android Studio
|
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can't attach a debugger to (or get IDE code-intelligence for) a build
|
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that happens inside a container it isn't running.
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To have Android Studio compile and deploy `android/` itself instead:
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|
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```sh
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./run-image.sh bash build-image/prepare-android-project.sh --host-paths
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```
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|
||||
This stages everything `make apk` normally stages (a scratch, patched
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copy of `engine/`; the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr
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prebuilts; bundled assets) - the same as `build-apk.sh`'s own prep step -
|
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except it writes `android/engine.properties` with paths that resolve on
|
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your host filesystem, and additionally exports the prebuilt libraries
|
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(otherwise only present inside the image, at `/opt/prebuilt/android`) to
|
||||
`build/android-prebuilt/` so they're visible outside the container too.
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Re-run it whenever `engine/`, `android/engine-patches/`, or the
|
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prebuilt-library versions in `build-image/Dockerfile` change.
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Then open `android/` as a project in Android Studio (JDK 17, NDK
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`26.1.10909125`, and SDK Platform/Build-Tools 34 installed, matching
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`build-image/Dockerfile` and `android/app/build.gradle`) and build/run
|
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normally - no Docker involved for this part.
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## License
|
||||
|
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The original tooling in this repository (the Docker build image, build
|
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@@ -115,6 +164,10 @@ The Quest build also bundles [GL4ES](https://github.com/ptitSeb/gl4es)
|
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image), which translates the engine's desktop-style OpenGL calls into
|
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GLES/EGL and is MIT-licensed.
|
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It also bundles the Khronos Group's own [OpenXR-SDK loader](
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https://github.com/KhronosGroup/OpenXR-SDK) (`lib/arm64-v8a/libopenxr_loader.so`,
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prebuilt unmodified into the build image), which is Apache 2.0-licensed.
|
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|
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The vendored engine snapshot in `engine/` is
|
||||
[Shockolate](https://github.com/Interrupt/systemshock), which is licensed
|
||||
under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
|
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@@ -1,14 +1,73 @@
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apply plugin: 'com.android.application'
|
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|
||||
// Path to the (patched, at build time - see build-apk.sh and
|
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// ../engine-patches/) scratch copy of engine/, written by build-apk.sh
|
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// since it's only known at build time, not something a checked-in
|
||||
// build.gradle can hardcode.
|
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// Paths written by build-image/prepare-android-project.sh (called by
|
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// build-apk.sh, or standalone with --host-paths to prep for a native
|
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// build in Android Studio - see README) since they're only known at
|
||||
// prep/build time, not something a checked-in build.gradle can hardcode.
|
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// engineDir is the scratch, patched copy of engine/; prebuiltDir is the
|
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// Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both point
|
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// into this container's own paths for build-apk.sh's own gradlew call,
|
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// or host-resolvable paths (plus a host-side export of prebuiltDir, since
|
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// /opt/prebuilt/android only exists in the image) when prepared with
|
||||
// --host-paths for Android Studio.
|
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def engineProps = new Properties()
|
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file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
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def engineDir = engineProps.getProperty('engineDir')
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if (engineDir == null) {
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh, not gradlew directly")
|
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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def prebuiltDir = engineProps.getProperty('prebuiltDir')
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if (prebuiltDir == null) {
|
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throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
|
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|
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// Set by build-apk.sh (see build-image/version.sh, shared with the
|
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// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
|
||||
// here only covers a direct, unsupported `gradlew` invocation.
|
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def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
|
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def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1
|
||||
|
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// Auto-refreshes the staged, patched engine/ copy and prebuilt libraries
|
||||
// (see build-image/prepare-android-project.sh --host-paths, and the
|
||||
// engineDir/prebuiltDir properties read above) so a plain Android Studio
|
||||
// build/run can never silently compile against a stale scratch copy after
|
||||
// engine/ or android/engine-patches/ change - previously a manual, easy to
|
||||
// forget re-run. inputs/outputs are declared so Gradle skips the (Docker-
|
||||
// invoking, not free) step entirely when nothing relevant actually changed,
|
||||
// keeping pure-Java edit/run cycles fast.
|
||||
def repoRoot = file("${projectDir}/../..")
|
||||
def stageEngineTask = tasks.register("stageEngine", Exec) {
|
||||
group = "build setup"
|
||||
description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
|
||||
workingDir repoRoot
|
||||
commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"
|
||||
|
||||
// /opt/prebuilt/android only ever exists inside the build-image
|
||||
// container itself (baked in at image-build time, never on the host -
|
||||
// see build-image/Dockerfile). Its presence means this build is
|
||||
// build-apk.sh's own gradlew call, running INSIDE that container, which
|
||||
// already staged everything itself in container mode before invoking
|
||||
// gradlew - re-running this task there would try to `docker run` from
|
||||
// inside a container with no docker socket, breaking make apk/CI. Only
|
||||
// a genuine host-side Android Studio build (where this path is absent)
|
||||
// needs this task.
|
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onlyIf { !file('/opt/prebuilt/android').isDirectory() }
|
||||
|
||||
inputs.dir("${repoRoot}/engine")
|
||||
inputs.dir("${projectDir}/../engine-patches")
|
||||
inputs.file("${repoRoot}/build-image/Dockerfile")
|
||||
outputs.dir("${repoRoot}/build/android-engine")
|
||||
outputs.dir("${repoRoot}/build/android-prebuilt")
|
||||
outputs.file("${projectDir}/../engine.properties")
|
||||
}
|
||||
|
||||
// preBuild is what every variant's compile/native-build tasks already
|
||||
// transitively depend on, regardless of AGP version's exact CMake task
|
||||
// naming - the simplest reliable hook to run before any of them.
|
||||
afterEvaluate {
|
||||
tasks.named("preBuild").configure {
|
||||
dependsOn stageEngineTask
|
||||
}
|
||||
}
|
||||
|
||||
android {
|
||||
@@ -31,8 +90,8 @@ android {
|
||||
// targets - not just whatever's the current API level today.
|
||||
minSdkVersion 24
|
||||
targetSdkVersion 29
|
||||
versionCode 1
|
||||
versionName "1.0"
|
||||
versionCode questshockVersionCode
|
||||
versionName questshockVersionName
|
||||
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
@@ -42,21 +101,37 @@ android {
|
||||
// config, unlike the desktop build's older bundled copy);
|
||||
// SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
|
||||
// convention the desktop build already uses (populated in the
|
||||
// scratch engine copy by build-apk.sh from
|
||||
// /opt/prebuilt/android/*).
|
||||
// scratch engine copy by prepare-android-project.sh from
|
||||
// prebuiltDir). ANDROID_PREBUILT_DIR is also read directly by
|
||||
// android/engine-patches/02-android-opengl-es.patch, for gl4es.
|
||||
// The CMAKE_FIND_ROOT_PATH* overrides below are needed
|
||||
// because the NDK toolchain file restricts find_package/
|
||||
// find_path/find_library to its own sysroot by default,
|
||||
// which would otherwise miss our custom-installed SDL2 (see
|
||||
// build-image/Dockerfile's SDL2_mixer build, which hit the
|
||||
// exact same thing).
|
||||
// -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
|
||||
// LOAD segments by default (only automatic in NDK 28+) - see
|
||||
// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
|
||||
// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
|
||||
// gl4es .so's this links against.
|
||||
// ANDROID_EXTRA_SOURCES is a semicolon-separated CMake list,
|
||||
// not shell-split - AGP passes each "arguments" string
|
||||
// straight through as one argv element to cmake, so the
|
||||
// ';' below survives intact. ANDROID_EXTRA_INCLUDE_DIRS lets
|
||||
// engine/'s own OpenGL.cc find "xr_session.h" (see
|
||||
// android/engine-patches/11-android-openxr-cmake.patch,
|
||||
// which adds it to include_directories()).
|
||||
arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
|
||||
"-DCMAKE_PREFIX_PATH=/opt/prebuilt/android/sdl2", \
|
||||
"-DCMAKE_FIND_ROOT_PATH=/opt/prebuilt/android/sdl2", \
|
||||
"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
|
||||
"-DANDROID_EXTRA_INCLUDE_DIRS=${projectDir}/src/main/cpp", \
|
||||
"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
|
||||
"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
|
||||
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c"
|
||||
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
|
||||
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c"
|
||||
abiFilters 'arm64-v8a'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,11 @@
|
||||
<!-- External mouse input events -->
|
||||
<uses-feature android:name="android.hardware.type.pc" android:required="false" />
|
||||
|
||||
<!-- Immersive OpenXR app now (see android/app/src/main/cpp/xr_session.c),
|
||||
not a 2D Home panel - vr.headtracking is what actually declares that
|
||||
to Horizon OS. -->
|
||||
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
|
||||
|
||||
<!-- Plain, unrestricted /sdcard access for the res/data,res/sound the
|
||||
user drops in and the shaders/soundfont this app extracts there on
|
||||
first run - see res/GET_ASSETS_QUEST.txt and QuestShockActivity.
|
||||
@@ -28,17 +33,32 @@
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:hardwareAccelerated="true" >
|
||||
|
||||
<!-- Tells Horizon OS this activity wants the compositor for itself
|
||||
(immersive VR), not the Home 2D-panel path - required for an
|
||||
OpenXR session to actually start. -->
|
||||
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
|
||||
|
||||
<activity android:name="de.ladkau.questshock.QuestShockActivity"
|
||||
android:label="@string/app_name"
|
||||
android:alwaysRetainTaskState="true"
|
||||
android:launchMode="singleInstance"
|
||||
android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
|
||||
android:preferMinimalPostProcessing="true"
|
||||
android:screenOrientation="landscape"
|
||||
android:exported="true"
|
||||
>
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
<!-- The vendor-neutral, Khronos-defined way to declare an
|
||||
immersive OpenXR entry point (vs. e.g. Meta's own
|
||||
com.oculus.intent.category.VR) - see this project's
|
||||
"favor OpenXR" rule in the README. If Horizon OS still
|
||||
launches this as a flat panel on-device, the next thing
|
||||
to try is adding a com.oculus.supportedDevices meta-data
|
||||
listing the target Quest models - not confirmed
|
||||
necessary from static analysis alone. -->
|
||||
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
|
||||
</intent-filter>
|
||||
<intent-filter>
|
||||
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
|
||||
|
||||
@@ -0,0 +1,456 @@
|
||||
#include "xr_session.h"
|
||||
|
||||
#include <dlfcn.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <android/log.h>
|
||||
#include <jni.h>
|
||||
|
||||
#include <EGL/egl.h>
|
||||
#include <GLES3/gl3.h>
|
||||
|
||||
#define XR_USE_PLATFORM_ANDROID 1
|
||||
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
|
||||
#include <openxr/openxr.h>
|
||||
#include <openxr/openxr_platform.h>
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
#define TAG "QuestShock"
|
||||
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
|
||||
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
|
||||
|
||||
// Fixed pose/size for the single game quad - 2m in front of the local space
|
||||
// origin, sized to preserve the game's own aspect ratio at a comfortable
|
||||
// visual angle. No per-eye view/projection work is needed for a quad layer
|
||||
// at all - the compositor handles reprojecting it per eye itself, which is
|
||||
// exactly why this milestone doesn't need xrLocateViews or any stereo
|
||||
// rendering (see the plan's step A notes).
|
||||
#define QUAD_DISTANCE_METERS 2.0f
|
||||
#define QUAD_WIDTH_METERS 1.6f
|
||||
|
||||
// Up to this many swapchain images/FBOs - real runtimes report small counts
|
||||
// (2-4); this is just a fixed upper bound for the cache arrays below.
|
||||
#define MAX_SWAPCHAIN_IMAGES 8
|
||||
|
||||
static XrInstance g_instance = XR_NULL_HANDLE;
|
||||
static XrSystemId g_system_id = XR_NULL_SYSTEM_ID;
|
||||
static XrSession g_session = XR_NULL_HANDLE;
|
||||
static XrSpace g_local_space = XR_NULL_HANDLE;
|
||||
static XrSessionState g_session_state = XR_SESSION_STATE_UNKNOWN;
|
||||
// Distinct from g_session_state - true from a successful xrBeginSession
|
||||
// until xrEndSession/loss/exit. Many runtimes only advance the *state*
|
||||
// (e.g. READY -> SYNCHRONIZED -> VISIBLE -> FOCUSED) in response to the
|
||||
// app actually calling xrWaitFrame/xrBeginFrame/xrEndFrame continuously
|
||||
// after xrBeginSession - gating frame submission on already having
|
||||
// reached SYNCHRONIZED+ (as this used to) is a chicken-and-egg deadlock,
|
||||
// since the runtime never progresses past READY without the frame loop
|
||||
// running in the first place. Frame calls just need the session to have
|
||||
// begun, per the standard OpenXR sample pattern - not any particular
|
||||
// later state.
|
||||
static bool g_session_running = false;
|
||||
|
||||
static XrSwapchain g_game_swapchain = XR_NULL_HANDLE;
|
||||
static int g_game_width = 0;
|
||||
static int g_game_height = 0;
|
||||
static GLuint g_swapchain_fbos[MAX_SWAPCHAIN_IMAGES];
|
||||
static uint32_t g_swapchain_image_count = 0;
|
||||
|
||||
static XrTime g_predicted_display_time = 0;
|
||||
static bool g_frame_should_render = false;
|
||||
static bool g_have_acquired_image = false;
|
||||
|
||||
// This file's GL calls otherwise resolve to gl4es (the only GL symbol
|
||||
// provider linked into this binary - see android/engine-patches/
|
||||
// 02-android-opengl-es.patch), which is fine for anything shared with the
|
||||
// engine's own gl4es-routed rendering. But the swapchain images OpenXR
|
||||
// hands us are real driver texture objects gl4es never created itself,
|
||||
// and gl4es's own glFramebufferTexture2D can't attach a texture it has no
|
||||
// tracked metadata for. So the FBO *container* is created via gl4es's own
|
||||
// glGenFramebuffers/glBindFramebuffer (so gl4es recognizes the id as its
|
||||
// own and its own per-frame glBindFramebuffer succeeds), while the
|
||||
// texture-attach step - the specifically foreign part - goes through the
|
||||
// real driver directly, via dlsym against libGLESv2.so.
|
||||
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
|
||||
typedef GLenum (*PFNQSCHECKFRAMEBUFFERSTATUS)(GLenum);
|
||||
|
||||
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
|
||||
static PFNQSCHECKFRAMEBUFFERSTATUS real_glCheckFramebufferStatus;
|
||||
|
||||
static bool xr_load_real_gles(void) {
|
||||
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
|
||||
if (lib == NULL) {
|
||||
LOGE("XR: dlopen(libGLESv2.so) failed: %s", dlerror());
|
||||
return false;
|
||||
}
|
||||
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
|
||||
real_glCheckFramebufferStatus =
|
||||
(PFNQSCHECKFRAMEBUFFERSTATUS)dlsym(lib, "glCheckFramebufferStatus");
|
||||
return real_glFramebufferTexture2D && real_glCheckFramebufferStatus;
|
||||
}
|
||||
|
||||
static bool xr_check(XrResult result, const char *what) {
|
||||
if (XR_SUCCEEDED(result))
|
||||
return true;
|
||||
char resultString[XR_MAX_RESULT_STRING_SIZE] = {0};
|
||||
if (g_instance != XR_NULL_HANDLE)
|
||||
xrResultToString(g_instance, result, resultString);
|
||||
LOGE("XR: %s failed: %s (%d)", what, resultString[0] ? resultString : "?", (int)result);
|
||||
return false;
|
||||
}
|
||||
|
||||
static PFN_xrVoidFunction xr_get_proc(const char *name) {
|
||||
PFN_xrVoidFunction fn = NULL;
|
||||
// xrGetInstanceProcAddr itself works with a NULL instance for the
|
||||
// handful of functions (like xrInitializeLoaderKHR) that must be called
|
||||
// before an instance exists.
|
||||
if (!xr_check(xrGetInstanceProcAddr(g_instance, name, &fn), name))
|
||||
return NULL;
|
||||
return fn;
|
||||
}
|
||||
|
||||
// The Android OpenXR loader needs the JavaVM/context before anything else -
|
||||
// separate from XR_KHR_android_create_instance below, which only affects
|
||||
// xrCreateInstance itself. Skipping this is a common cause of
|
||||
// xrCreateInstance silently failing to find a runtime on Android.
|
||||
static bool xr_initialize_android_loader(JavaVM *vm, jobject activity) {
|
||||
PFN_xrInitializeLoaderKHR initializeLoader =
|
||||
(PFN_xrInitializeLoaderKHR)xr_get_proc("xrInitializeLoaderKHR");
|
||||
if (initializeLoader == NULL) {
|
||||
LOGE("XR: xrInitializeLoaderKHR not available - no Android OpenXR loader present?");
|
||||
return false;
|
||||
}
|
||||
|
||||
XrLoaderInitInfoAndroidKHR loaderInitInfo = {XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR};
|
||||
loaderInitInfo.applicationVM = vm;
|
||||
loaderInitInfo.applicationContext = activity;
|
||||
return xr_check(initializeLoader((const XrLoaderInitInfoBaseHeaderKHR *)&loaderInitInfo),
|
||||
"xrInitializeLoaderKHR");
|
||||
}
|
||||
|
||||
// eglGetCurrentDisplay()/eglGetCurrentContext() hand us the display/context,
|
||||
// but not the EGLConfig they were created with - eglQueryContext's
|
||||
// EGL_CONFIG_ID plus eglChooseConfig is the standard way to recover it (the
|
||||
// same trick Khronos' own hello_xr sample uses).
|
||||
static EGLConfig xr_get_current_egl_config(EGLDisplay display, EGLContext context) {
|
||||
EGLint configId = 0;
|
||||
eglQueryContext(display, context, EGL_CONFIG_ID, &configId);
|
||||
|
||||
EGLint attribs[] = {EGL_CONFIG_ID, configId, EGL_NONE};
|
||||
EGLConfig config = NULL;
|
||||
EGLint numConfigs = 0;
|
||||
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
|
||||
return config;
|
||||
}
|
||||
|
||||
static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
|
||||
jobject activity = (jobject)SDL_AndroidGetActivity();
|
||||
if (env == NULL || activity == NULL) {
|
||||
LOGE("XR: no JNIEnv/Activity from SDL - can't init OpenXR");
|
||||
return false;
|
||||
}
|
||||
JavaVM *vm = NULL;
|
||||
(*env)->GetJavaVM(env, &vm);
|
||||
|
||||
if (!xr_initialize_android_loader(vm, activity))
|
||||
return false;
|
||||
|
||||
const char *extensions[] = {
|
||||
XR_KHR_ANDROID_CREATE_INSTANCE_EXTENSION_NAME,
|
||||
XR_KHR_OPENGL_ES_ENABLE_EXTENSION_NAME,
|
||||
};
|
||||
|
||||
XrInstanceCreateInfoAndroidKHR androidInfo = {XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR};
|
||||
androidInfo.applicationVM = vm;
|
||||
androidInfo.applicationActivity = activity;
|
||||
|
||||
XrInstanceCreateInfo createInfo = {XR_TYPE_INSTANCE_CREATE_INFO};
|
||||
createInfo.next = &androidInfo;
|
||||
createInfo.enabledExtensionCount = sizeof(extensions) / sizeof(extensions[0]);
|
||||
createInfo.enabledExtensionNames = extensions;
|
||||
strncpy(createInfo.applicationInfo.applicationName, "QuestShock",
|
||||
XR_MAX_APPLICATION_NAME_SIZE - 1);
|
||||
strncpy(createInfo.applicationInfo.engineName, "Shockolate", XR_MAX_ENGINE_NAME_SIZE - 1);
|
||||
createInfo.applicationInfo.applicationVersion = 1;
|
||||
createInfo.applicationInfo.engineVersion = 1;
|
||||
createInfo.applicationInfo.apiVersion = XR_CURRENT_API_VERSION;
|
||||
|
||||
if (!xr_check(xrCreateInstance(&createInfo, &g_instance), "xrCreateInstance"))
|
||||
return false;
|
||||
|
||||
XrSystemGetInfo systemInfo = {XR_TYPE_SYSTEM_GET_INFO};
|
||||
systemInfo.formFactor = XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY;
|
||||
if (!xr_check(xrGetSystem(g_instance, &systemInfo, &g_system_id), "xrGetSystem"))
|
||||
return false;
|
||||
|
||||
// Required by spec before creating an OpenGL ES-backed session, even
|
||||
// though we don't gate on the returned min/max API version here.
|
||||
PFN_xrGetOpenGLESGraphicsRequirementsKHR getGLESRequirements =
|
||||
(PFN_xrGetOpenGLESGraphicsRequirementsKHR)xr_get_proc("xrGetOpenGLESGraphicsRequirementsKHR");
|
||||
if (getGLESRequirements == NULL)
|
||||
return false;
|
||||
XrGraphicsRequirementsOpenGLESKHR glesRequirements = {XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR};
|
||||
if (!xr_check(getGLESRequirements(g_instance, g_system_id, &glesRequirements),
|
||||
"xrGetOpenGLESGraphicsRequirementsKHR"))
|
||||
return false;
|
||||
|
||||
EGLDisplay display = eglGetCurrentDisplay();
|
||||
EGLContext context = eglGetCurrentContext();
|
||||
if (display == EGL_NO_DISPLAY || context == EGL_NO_CONTEXT) {
|
||||
LOGE("XR: no current EGL display/context - call xr_init() after init_opengl()");
|
||||
return false;
|
||||
}
|
||||
|
||||
XrGraphicsBindingOpenGLESAndroidKHR graphicsBinding = {
|
||||
XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR};
|
||||
graphicsBinding.display = display;
|
||||
graphicsBinding.config = xr_get_current_egl_config(display, context);
|
||||
graphicsBinding.context = context;
|
||||
|
||||
XrSessionCreateInfo sessionInfo = {XR_TYPE_SESSION_CREATE_INFO};
|
||||
sessionInfo.next = &graphicsBinding;
|
||||
sessionInfo.systemId = g_system_id;
|
||||
if (!xr_check(xrCreateSession(g_instance, &sessionInfo, &g_session), "xrCreateSession"))
|
||||
return false;
|
||||
|
||||
XrReferenceSpaceCreateInfo spaceInfo = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO};
|
||||
spaceInfo.referenceSpaceType = XR_REFERENCE_SPACE_TYPE_LOCAL;
|
||||
spaceInfo.poseInReferenceSpace.orientation.w = 1.0f;
|
||||
if (!xr_check(xrCreateReferenceSpace(g_session, &spaceInfo, &g_local_space),
|
||||
"xrCreateReferenceSpace"))
|
||||
return false;
|
||||
|
||||
// Prefer a plain linear 8-bit format over GL_SRGB8_ALPHA8: the source
|
||||
// SDL surface pixels are already sRGB-encoded (as ordinary 8-bit image
|
||||
// data conventionally is) and get uploaded/sampled as plain linear
|
||||
// GL_RGBA with no decode step anywhere in this path, matching the
|
||||
// desktop SDL_RenderCopy path this replaces - an sRGB swapchain format
|
||||
// would auto-gamma-encode on write and double-encode already-encoded
|
||||
// data.
|
||||
uint32_t formatCount = 0;
|
||||
xrEnumerateSwapchainFormats(g_session, 0, &formatCount, NULL);
|
||||
int64_t *formats = (int64_t *)malloc(sizeof(int64_t) * formatCount);
|
||||
xrEnumerateSwapchainFormats(g_session, formatCount, &formatCount, formats);
|
||||
int64_t chosenFormat = formats[0];
|
||||
for (uint32_t i = 0; i < formatCount; i++) {
|
||||
LOGI("XR: swapchain format[%u] = 0x%llx", i, (unsigned long long)formats[i]);
|
||||
if (formats[i] == GL_RGBA8) {
|
||||
chosenFormat = GL_RGBA8;
|
||||
break;
|
||||
}
|
||||
}
|
||||
free(formats);
|
||||
|
||||
XrSwapchainCreateInfo swapchainInfo = {XR_TYPE_SWAPCHAIN_CREATE_INFO};
|
||||
swapchainInfo.usageFlags = XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_SAMPLED_BIT;
|
||||
swapchainInfo.format = chosenFormat;
|
||||
swapchainInfo.sampleCount = 1;
|
||||
swapchainInfo.width = (uint32_t)game_width;
|
||||
swapchainInfo.height = (uint32_t)game_height;
|
||||
swapchainInfo.faceCount = 1;
|
||||
swapchainInfo.arraySize = 1;
|
||||
swapchainInfo.mipCount = 1;
|
||||
if (!xr_check(xrCreateSwapchain(g_session, &swapchainInfo, &g_game_swapchain),
|
||||
"xrCreateSwapchain"))
|
||||
return false;
|
||||
g_game_width = game_width;
|
||||
g_game_height = game_height;
|
||||
|
||||
uint32_t imageCount = 0;
|
||||
xrEnumerateSwapchainImages(g_game_swapchain, 0, &imageCount, NULL);
|
||||
if (imageCount > MAX_SWAPCHAIN_IMAGES) {
|
||||
LOGE("XR: swapchain reports %u images, only room for %d", imageCount,
|
||||
MAX_SWAPCHAIN_IMAGES);
|
||||
return false;
|
||||
}
|
||||
// Zero-initialized, not just `.type` set per element - these structs
|
||||
// also carry a `next` field the runtime may read, and an
|
||||
// uninitialized stack array would leave it as garbage.
|
||||
XrSwapchainImageOpenGLESKHR images[MAX_SWAPCHAIN_IMAGES] = {0};
|
||||
for (uint32_t i = 0; i < imageCount; i++)
|
||||
images[i].type = XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR;
|
||||
if (!xr_check(xrEnumerateSwapchainImages(g_game_swapchain, imageCount, &imageCount,
|
||||
(XrSwapchainImageBaseHeader *)images),
|
||||
"xrEnumerateSwapchainImages"))
|
||||
return false;
|
||||
g_swapchain_image_count = imageCount;
|
||||
|
||||
if (!xr_load_real_gles()) {
|
||||
LOGE("XR: couldn't resolve real GLES FBO functions via dlsym");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Wraps each swapchain-provided texture in its own framebuffer, matching
|
||||
// how OpenGL.cc's own CreateFrameBuffer() wraps backupBuffer - just
|
||||
// without a depth/stencil attachment, since the final composite draw
|
||||
// (see opengl_swap_and_restore) never needs one. The Gen/Bind calls are
|
||||
// gl4es's own (linked, not dlsym'd) - see the comment above
|
||||
// real_glFramebufferTexture2D for why.
|
||||
bool all_complete = true;
|
||||
for (uint32_t i = 0; i < imageCount; i++) {
|
||||
glGenFramebuffers(1, &g_swapchain_fbos[i]);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, g_swapchain_fbos[i]);
|
||||
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
images[i].image, 0);
|
||||
GLenum status = real_glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOGE("XR: swapchain FBO %u incomplete: 0x%x", i, status);
|
||||
all_complete = false;
|
||||
}
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
if (!all_complete)
|
||||
return false;
|
||||
|
||||
LOGI("XR: instance/session/swapchain ready (%dx%d, %u images)", game_width, game_height,
|
||||
imageCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool xr_init(int game_width, int game_height) {
|
||||
if (!xr_create_instance_and_session(game_width, game_height)) {
|
||||
LOGE("XR: bring-up failed - falling back to the normal window present path");
|
||||
xr_shutdown();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void xr_poll_events(void) {
|
||||
if (g_instance == XR_NULL_HANDLE)
|
||||
return;
|
||||
|
||||
while (true) {
|
||||
XrEventDataBuffer event = {XR_TYPE_EVENT_DATA_BUFFER};
|
||||
XrResult result = xrPollEvent(g_instance, &event);
|
||||
if (result == XR_EVENT_UNAVAILABLE)
|
||||
break;
|
||||
if (!xr_check(result, "xrPollEvent"))
|
||||
break;
|
||||
|
||||
if (event.type == XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED) {
|
||||
XrEventDataSessionStateChanged *stateEvent = (XrEventDataSessionStateChanged *)&event;
|
||||
g_session_state = stateEvent->state;
|
||||
LOGI("XR: session state -> %d", (int)g_session_state);
|
||||
|
||||
if (g_session_state == XR_SESSION_STATE_READY) {
|
||||
XrSessionBeginInfo beginInfo = {XR_TYPE_SESSION_BEGIN_INFO};
|
||||
beginInfo.primaryViewConfigurationType = XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO;
|
||||
g_session_running = xr_check(xrBeginSession(g_session, &beginInfo), "xrBeginSession");
|
||||
} else if (g_session_state == XR_SESSION_STATE_STOPPING) {
|
||||
xr_check(xrEndSession(g_session), "xrEndSession");
|
||||
g_session_running = false;
|
||||
} else if (g_session_state == XR_SESSION_STATE_EXITING ||
|
||||
g_session_state == XR_SESSION_STATE_LOSS_PENDING) {
|
||||
g_session_running = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool xr_is_session_running(void) { return g_session_running; }
|
||||
|
||||
bool xr_frame_begin(void) {
|
||||
g_have_acquired_image = false;
|
||||
if (!xr_is_session_running())
|
||||
return false;
|
||||
|
||||
XrFrameWaitInfo waitInfo = {XR_TYPE_FRAME_WAIT_INFO};
|
||||
XrFrameState frameState = {XR_TYPE_FRAME_STATE};
|
||||
if (!xr_check(xrWaitFrame(g_session, &waitInfo, &frameState), "xrWaitFrame"))
|
||||
return false;
|
||||
g_predicted_display_time = frameState.predictedDisplayTime;
|
||||
g_frame_should_render = frameState.shouldRender;
|
||||
|
||||
XrFrameBeginInfo beginInfo = {XR_TYPE_FRAME_BEGIN_INFO};
|
||||
if (!xr_check(xrBeginFrame(g_session, &beginInfo), "xrBeginFrame"))
|
||||
return false;
|
||||
|
||||
if (!g_frame_should_render)
|
||||
return false;
|
||||
|
||||
uint32_t imageIndex = 0;
|
||||
XrSwapchainImageAcquireInfo acquireInfo = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO};
|
||||
if (!xr_check(xrAcquireSwapchainImage(g_game_swapchain, &acquireInfo, &imageIndex),
|
||||
"xrAcquireSwapchainImage"))
|
||||
return false;
|
||||
|
||||
XrSwapchainImageWaitInfo waitImageInfo = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO};
|
||||
waitImageInfo.timeout = XR_INFINITE_DURATION;
|
||||
if (!xr_check(xrWaitSwapchainImage(g_game_swapchain, &waitImageInfo), "xrWaitSwapchainImage"))
|
||||
return false;
|
||||
|
||||
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id
|
||||
// gl4es itself created (see xr_create_instance_and_session()), so its
|
||||
// own "current FBO" bookkeeping updates correctly and its immediate-
|
||||
// mode draw calls in android_draw_surface_as_quad() land in the right
|
||||
// place.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, g_swapchain_fbos[imageIndex]);
|
||||
glViewport(0, 0, g_game_width, g_game_height);
|
||||
|
||||
g_have_acquired_image = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void xr_frame_end(void) {
|
||||
if (g_session == XR_NULL_HANDLE)
|
||||
return;
|
||||
|
||||
if (g_have_acquired_image) {
|
||||
XrSwapchainImageReleaseInfo releaseInfo = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO};
|
||||
xr_check(xrReleaseSwapchainImage(g_game_swapchain, &releaseInfo),
|
||||
"xrReleaseSwapchainImage");
|
||||
}
|
||||
|
||||
if (!xr_is_session_running())
|
||||
return;
|
||||
|
||||
XrCompositionLayerQuad quad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
|
||||
quad.space = g_local_space;
|
||||
quad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
quad.subImage.swapchain = g_game_swapchain;
|
||||
quad.subImage.imageRect.extent.width = g_game_width;
|
||||
quad.subImage.imageRect.extent.height = g_game_height;
|
||||
quad.pose.orientation.w = 1.0f;
|
||||
quad.pose.position.z = -QUAD_DISTANCE_METERS;
|
||||
quad.size.width = QUAD_WIDTH_METERS;
|
||||
quad.size.height = QUAD_WIDTH_METERS * (float)g_game_height / (float)g_game_width;
|
||||
|
||||
const XrCompositionLayerBaseHeader *layers[1] = {(XrCompositionLayerBaseHeader *)&quad};
|
||||
|
||||
XrFrameEndInfo endInfo = {XR_TYPE_FRAME_END_INFO};
|
||||
endInfo.displayTime = g_predicted_display_time;
|
||||
endInfo.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
|
||||
endInfo.layerCount = g_have_acquired_image ? 1 : 0;
|
||||
endInfo.layers = g_have_acquired_image ? layers : NULL;
|
||||
xr_check(xrEndFrame(g_session, &endInfo), "xrEndFrame");
|
||||
}
|
||||
|
||||
void xr_shutdown(void) {
|
||||
for (uint32_t i = 0; i < g_swapchain_image_count; i++) {
|
||||
if (g_swapchain_fbos[i] != 0)
|
||||
glDeleteFramebuffers(1, &g_swapchain_fbos[i]);
|
||||
}
|
||||
g_swapchain_image_count = 0;
|
||||
|
||||
if (g_game_swapchain != XR_NULL_HANDLE)
|
||||
xrDestroySwapchain(g_game_swapchain);
|
||||
g_game_swapchain = XR_NULL_HANDLE;
|
||||
|
||||
if (g_local_space != XR_NULL_HANDLE)
|
||||
xrDestroySpace(g_local_space);
|
||||
g_local_space = XR_NULL_HANDLE;
|
||||
|
||||
if (g_session != XR_NULL_HANDLE)
|
||||
xrDestroySession(g_session);
|
||||
g_session = XR_NULL_HANDLE;
|
||||
|
||||
if (g_instance != XR_NULL_HANDLE)
|
||||
xrDestroyInstance(g_instance);
|
||||
g_instance = XR_NULL_HANDLE;
|
||||
|
||||
g_session_state = XR_SESSION_STATE_UNKNOWN;
|
||||
g_session_running = false;
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
// Minimal OpenXR bring-up for questshock's immersive Quest build. Keeps the
|
||||
// game's own rendering untouched (see android/engine-patches/
|
||||
// 12-android-openxr-present.patch) - this module only owns the OpenXR
|
||||
// instance/session/swapchain and the final "submit a quad layer instead of
|
||||
// presenting to a window" step. No stereo rendering, no controller input
|
||||
// yet (see the plan's steps B/C/D for those) - the game composite is shown
|
||||
// as a single flat quad floating in front of the viewer.
|
||||
#ifndef QUESTSHOCK_XR_SESSION_H
|
||||
#define QUESTSHOCK_XR_SESSION_H
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Call once, right after init_opengl() (OpenGL.cc) has created and made
|
||||
// current the GL context SDL/gl4es already use - creates the OpenXR
|
||||
// instance/session sharing that same EGL display/context, plus one
|
||||
// swapchain sized to the game's logical resolution (game_width/height, i.e.
|
||||
// grd_cap->w/h - see Shock.c's InitSDL()). Returns false if OpenXR bring-up
|
||||
// failed (e.g. no runtime installed) - callers should fall back to the
|
||||
// existing window-present path in that case.
|
||||
bool xr_init(int game_width, int game_height);
|
||||
|
||||
// Pumps XR session-state events. Call once per frame, before
|
||||
// xr_frame_begin(). Must still be called even when xr_init() returned
|
||||
// false (no-op in that case).
|
||||
void xr_poll_events(void);
|
||||
|
||||
// True once the session has reached a state where frames are expected
|
||||
// (XR_SESSION_STATE_SYNCHRONIZED or later) - i.e. it's safe/required to
|
||||
// start calling xr_frame_begin()/xr_frame_end() each frame.
|
||||
bool xr_is_session_running(void);
|
||||
|
||||
// Begins the XR frame (xrWaitFrame/xrBeginFrame) and, if the runtime wants
|
||||
// this frame rendered, acquires the next swapchain image and binds its
|
||||
// framebuffer as the current render target - ready for the caller to draw
|
||||
// into exactly as it would have drawn to the default framebuffer. Returns
|
||||
// true if the caller should draw this frame; xr_frame_end() must be called
|
||||
// unconditionally afterward either way (a begun XR frame must always be
|
||||
// ended, rendered or not).
|
||||
bool xr_frame_begin(void);
|
||||
|
||||
// Releases the swapchain image (if one was acquired this frame) and
|
||||
// submits it as a single XrCompositionLayerQuad positioned in front of the
|
||||
// local reference space's origin, then ends the XR frame.
|
||||
void xr_frame_end(void);
|
||||
|
||||
void xr_shutdown(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -1,10 +1,15 @@
|
||||
package de.ladkau.questshock;
|
||||
|
||||
import android.Manifest;
|
||||
import android.app.AlertDialog;
|
||||
import android.content.Context;
|
||||
import android.content.pm.PackageManager;
|
||||
import android.content.res.AssetManager;
|
||||
import android.os.Bundle;
|
||||
import android.os.Handler;
|
||||
import android.os.Looper;
|
||||
import android.util.Log;
|
||||
import android.view.SurfaceHolder;
|
||||
import androidx.core.app.ActivityCompat;
|
||||
import java.io.File;
|
||||
import java.io.FileOutputStream;
|
||||
@@ -12,16 +17,26 @@ import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.OutputStream;
|
||||
import org.libsdl.app.SDLActivity;
|
||||
import org.libsdl.app.SDLSurface;
|
||||
|
||||
/**
|
||||
* Everything here runs before super.onCreate() (which is what loads the
|
||||
* native libraries and eventually calls Shockolate's own main()) - see
|
||||
* android/engine-patches/ for why: engine/ itself is never modified, so
|
||||
* this Java-side setup is the only place left to prepare
|
||||
* /sdcard/questshock/ the way Shockolate's plain relative-path file I/O
|
||||
* ("res/data/...", confirmed via grep - none of it goes through SDL_RWops,
|
||||
* so Android's asset-manager fallback for SDL_RWFromFile doesn't apply
|
||||
* here) expects to find it.
|
||||
* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
|
||||
* file I/O ("res/data/...", confirmed via grep - none of it goes through
|
||||
* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
|
||||
* doesn't apply here) expects to find it - see android/engine-patches/ for
|
||||
* why this is done from Java instead of patching engine/ itself, which is
|
||||
* never modified.
|
||||
*
|
||||
* super.onCreate() (SDLActivity's) must always run first and unconditionally
|
||||
* - Android throws SuperNotCalledException otherwise, checked right after
|
||||
* onCreate() returns, regardless of what this subclass does afterwards.
|
||||
* SDLActivity's own onCreate() only loads libraries, sets up JNI and the
|
||||
* surface - the actual native SDL_main thread doesn't start until later, from
|
||||
* one of several lifecycle paths (onResume(), onWindowFocusChanged(), and
|
||||
* SDLSurface.surfaceChanged() - see GameSurface below for why that last one
|
||||
* needs its own fix) - so it's safe to do our own checks (and set
|
||||
* SDLActivity.mBrokenLibraries, which most - but not all - of those paths
|
||||
* gate on) afterwards.
|
||||
*/
|
||||
public class QuestShockActivity extends SDLActivity {
|
||||
private static final String TAG = "QuestShock";
|
||||
@@ -44,8 +59,6 @@ public class QuestShockActivity extends SDLActivity {
|
||||
// has no public chdir() (confirmed against the actual API 34 stub jar).
|
||||
private static native void nativeChdir(String path);
|
||||
|
||||
private Bundle mSavedInstanceState;
|
||||
|
||||
@Override
|
||||
protected String[] getLibraries() {
|
||||
return new String[] {
|
||||
@@ -56,9 +69,66 @@ public class QuestShockActivity extends SDLActivity {
|
||||
};
|
||||
}
|
||||
|
||||
// SDLSurface.surfaceChanged() (org/libsdl/app/, vendored from SDL2's own
|
||||
// template) starts the native SDL thread directly - unlike onResume()/
|
||||
// onWindowFocusChanged(), it never checks SDLActivity.mBrokenLibraries
|
||||
// first. Since surfaceChanged() fires on essentially every launch
|
||||
// regardless of that flag, setting mBrokenLibraries alone (see onCreate()/
|
||||
// setUpGameDirAndContinue()) does NOT actually stop the engine from
|
||||
// starting - confirmed on-device: the missing-assets crash still happened
|
||||
// with mBrokenLibraries set, from exactly this path. Route through a
|
||||
// subclass that adds the missing check instead of patching the vendored
|
||||
// file directly.
|
||||
private static class GameSurface extends SDLSurface {
|
||||
GameSurface(Context context) {
|
||||
super(context);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
|
||||
if (SDLActivity.mBrokenLibraries) {
|
||||
return;
|
||||
}
|
||||
super.surfaceChanged(holder, format, width, height);
|
||||
}
|
||||
|
||||
// Diagnostic only (see OpenGL.cc's matching log) - Android's real,
|
||||
// legitimate signal for "this View's laid-out size actually
|
||||
// changed" is onSizeChanged(), fired by the framework itself, not
|
||||
// something we have to poll or guess about. If Quest's Home shell
|
||||
// settles a freshly-launched panel into its final <layout> size via
|
||||
// a genuine later layout pass, this is where that would show up -
|
||||
// confirming whether a real event exists to hook, before writing
|
||||
// any fix around it.
|
||||
@Override
|
||||
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
|
||||
super.onSizeChanged(w, h, oldw, oldh);
|
||||
Log.i(TAG, "GameSurface.onSizeChanged() " + oldw + "x" + oldh + " -> " + w + "x" + h);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected SDLSurface createSDLSurface(Context context) {
|
||||
return new GameSurface(context);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
mSavedInstanceState = savedInstanceState;
|
||||
super.onCreate(savedInstanceState);
|
||||
if (SDLActivity.mBrokenLibraries) {
|
||||
// SDLActivity's own onCreate() already showed its "SDL Error"
|
||||
// dialog for this - nothing left for us to do.
|
||||
return;
|
||||
}
|
||||
// Provisionally block the native engine from starting - cleared only
|
||||
// once setUpGameDirAndContinue() confirms game data is present. Must
|
||||
// happen before requestPermissions() below: the storage-permission
|
||||
// dialog closing can fire onWindowFocusChanged(true) - which starts
|
||||
// the native SDLThread - before the async onRequestPermissionsResult()
|
||||
// callback (which is what actually calls setUpGameDirAndContinue())
|
||||
// gets a chance to run, so mBrokenLibraries has to already be true
|
||||
// going into that race, not set afterwards.
|
||||
SDLActivity.mBrokenLibraries = true;
|
||||
if (ActivityCompat.checkSelfPermission(this, Manifest.permission.WRITE_EXTERNAL_STORAGE)
|
||||
!= PackageManager.PERMISSION_GRANTED) {
|
||||
ActivityCompat.requestPermissions(this,
|
||||
@@ -96,12 +166,67 @@ public class QuestShockActivity extends SDLActivity {
|
||||
copyAssetFile("GET_ASSETS_QUEST.txt", marker);
|
||||
}
|
||||
|
||||
// Shockolate's engine/ is never patched to check this itself (see the
|
||||
// class doc above) - it just does plain fopen("res/data/...", ...)
|
||||
// and, on a fresh install with no game data copied in yet, that
|
||||
// fails deep inside startup (init_popups(), which doesn't NULL-check
|
||||
// the load) as a hard native crash instead of a message. Catch the
|
||||
// missing-data case here instead, before Shockolate's native
|
||||
// SDL_main ever starts.
|
||||
if (!isNonEmptyDir(new File(gameDir, "res/data")) || !isNonEmptyDir(new File(gameDir, "res/sound"))) {
|
||||
// mBrokenLibraries is already true (set in onCreate()) - leave it
|
||||
// that way. Every path that starts the native SDL_main thread
|
||||
// (onWindowFocusChanged(), resumeNativeThread(), etc.) already
|
||||
// checks this flag before doing anything native, so this
|
||||
// reliably prevents the engine from starting without having to
|
||||
// duplicate all of SDLActivity's own lifecycle guards ourselves.
|
||||
showMissingAssetsDialog();
|
||||
return;
|
||||
}
|
||||
|
||||
// chdir() is process-wide, not per-thread - already in effect for
|
||||
// every thread (including the one that will run Shockolate's own
|
||||
// SDL_main) by the time super.onCreate() below starts it.
|
||||
// SDL_main) by the time the native thread actually starts. Done
|
||||
// before clearing mBrokenLibraries below so the engine can never
|
||||
// start pre-chdir.
|
||||
nativeChdir(GAME_DIR);
|
||||
|
||||
super.onCreate(mSavedInstanceState);
|
||||
// Assets confirmed present - safe to let the native engine start now.
|
||||
SDLActivity.mBrokenLibraries = false;
|
||||
}
|
||||
|
||||
private static boolean isNonEmptyDir(File dir) {
|
||||
String[] entries = dir.list();
|
||||
return entries != null && entries.length > 0;
|
||||
}
|
||||
|
||||
// Same single-button, non-cancelable pattern as SDLActivity's own
|
||||
// "broken libraries" dialog (org/libsdl/app/SDLActivity.java) - there's
|
||||
// no game to start without this data, so the only way forward is to
|
||||
// close, copy the assets, and relaunch. Message text mirrors
|
||||
// res/assets/GET_ASSETS_QUEST.txt (also extracted to GAME_DIR) so the
|
||||
// user isn't sent hunting for a second file just to read it the first
|
||||
// time - it points back there at the end in case they need it again.
|
||||
private void showMissingAssetsDialog() {
|
||||
new AlertDialog.Builder(this)
|
||||
.setTitle("Game data missing")
|
||||
.setMessage("This app does not include System Shock's game data - it's "
|
||||
+ "copyrighted, proprietary content that can't be redistributed. To "
|
||||
+ "play, you need to own a copy of System Shock: Enhanced Edition (e.g. "
|
||||
+ "from gog.com), installed (on Windows, or via Wine/Proton on Linux).\n\n"
|
||||
+ "Using SideQuest (or any MTP file browser) with your Quest connected, "
|
||||
+ "copy its res/data/ and res/sound/ folders directly into:\n"
|
||||
+ GAME_DIR + "/res/data/\n"
|
||||
+ GAME_DIR + "/res/sound/\n"
|
||||
+ "They already contain everything needed, in the right layout - no "
|
||||
+ "merging or extraction required.\n\n"
|
||||
+ "Then relaunch.\n\n"
|
||||
+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
|
||||
+ "questshock folder on this device, if you need to read them again.)")
|
||||
.setCancelable(false)
|
||||
.setPositiveButton("Exit", (dialog, which) -> finish())
|
||||
.create()
|
||||
.show();
|
||||
}
|
||||
|
||||
private void copyAssetFile(String assetPath, File dest) {
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
if(ENABLE_OPENGL)
|
||||
- find_package(OpenGL REQUIRED)
|
||||
+ if(ANDROID)
|
||||
+ set(OPENGL_INCLUDE_DIRS /opt/prebuilt/android/gl4es/include)
|
||||
+ set(OPENGL_LIBRARIES /opt/prebuilt/android/gl4es/lib/libGL.so)
|
||||
+ set(OPENGL_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/gl4es/include)
|
||||
+ set(OPENGL_LIBRARIES ${ANDROID_PREBUILT_DIR}/gl4es/lib/libGL.so)
|
||||
+ else()
|
||||
+ find_package(OpenGL REQUIRED)
|
||||
+ endif()
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
--- a/src/MacSrc/Shock.c
|
||||
+++ b/src/MacSrc/Shock.c
|
||||
@@ -162,6 +162,17 @@
|
||||
void InitSDL() {
|
||||
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
|
||||
+#ifdef __ANDROID__
|
||||
+ // SDL2 2.28.5's AAudio backend (Android's default since API 26) only
|
||||
+ // ever allows one open non-capture (playback) device at a time - it
|
||||
+ // keeps a single static handle and asserts on a second open
|
||||
+ // ('SDL_assert((audioDevice == NULL) || iscapture)' in
|
||||
+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
|
||||
+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
|
||||
+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
|
||||
+ // it instead of AAudio.
|
||||
+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES");
|
||||
+#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
|
||||
DEBUG("%s: Init failed", __FUNCTION__);
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
--- a/src/Libraries/INPUT/Source/sdl_events.c
|
||||
+++ b/src/Libraries/INPUT/Source/sdl_events.c
|
||||
@@ -737,7 +737,24 @@
|
||||
break;
|
||||
|
||||
case SDL_WINDOWEVENT_MOVED:
|
||||
+ break;
|
||||
+
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
+#ifdef __ANDROID__
|
||||
+ // Android's SDL video backend (Android_SendResize() in
|
||||
+ // src/video/android/SDL_androidvideo.c) only ever sends
|
||||
+ // RESIZED for surface-driven resizes - e.g. the Quest Home
|
||||
+ // shell settling the 2D panel into its requested <layout>
|
||||
+ // defaultWidth/defaultHeight after activity launch - never
|
||||
+ // SIZE_CHANGED (unlike desktop platforms, where an
|
||||
+ // app-driven SDL_SetWindowSize() triggers both, handled
|
||||
+ // above). Without this, opengl_resize() never re-runs after
|
||||
+ // that late resize, leaving the GL viewport stuck at
|
||||
+ // whatever (smaller) size the window first reported,
|
||||
+ // rendered into one corner of the now-larger surface.
|
||||
+ if (can_use_opengl())
|
||||
+ opengl_resize(ev.window.data1, ev.window.data2);
|
||||
+#endif
|
||||
break;
|
||||
|
||||
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
||||
@@ -0,0 +1,24 @@
|
||||
--- a/src/MacSrc/OpenGL.cc
|
||||
+++ b/src/MacSrc/OpenGL.cc
|
||||
@@ -332,6 +332,21 @@
|
||||
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
+#ifdef __ANDROID__
|
||||
+ // Temporary diagnostic: the reported panel/surface size is correct
|
||||
+ // (confirmed via SDLSurface's own "Window size" log and a Java-side
|
||||
+ // onSizeChanged() probe showing no later relayout), but the rendered
|
||||
+ // content still only fills a small corner of it. That means the
|
||||
+ // divergence is somewhere below the Java/Activity layer - between what
|
||||
+ // SDL_GetWindowSize() (the value used for opengl_resize() below) reports
|
||||
+ // and what SDL/EGL/gl4es actually believe the live drawable size is.
|
||||
+ // Compare all three directly instead of guessing further.
|
||||
+ int drawable_w, drawable_h, output_w, output_h;
|
||||
+ SDL_GL_GetDrawableSize(window, &drawable_w, &drawable_h);
|
||||
+ SDL_GetRendererOutputSize(renderer, &output_w, &output_h);
|
||||
+ INFO("Android size diag: SDL_GetWindowSize=%dx%d SDL_GL_GetDrawableSize=%dx%d SDL_GetRendererOutputSize=%dx%d",
|
||||
+ width, height, drawable_w, drawable_h, output_w, output_h);
|
||||
+#endif
|
||||
opengl_resize(width, height);
|
||||
|
||||
// Now make the palettes
|
||||
@@ -0,0 +1,10 @@
|
||||
--- a/CMakeLists.txt
|
||||
+++ b/CMakeLists.txt
|
||||
@@ -440,6 +440,7 @@
|
||||
${FLUIDSYNTH_LIBRARIES}
|
||||
${OPENGL_LIBRARIES}
|
||||
${ALSA_LIBRARIES}
|
||||
+ $<$<BOOL:${ANDROID}>:log>
|
||||
)
|
||||
|
||||
# Turn on address sanitizing if wanted (desktop only - not meaningful for
|
||||
@@ -0,0 +1,45 @@
|
||||
--- a/src/Libraries/LG/Source/LOG/src/log.c
|
||||
+++ b/src/Libraries/LG/Source/LOG/src/log.c
|
||||
@@ -28,6 +28,10 @@
|
||||
|
||||
#include "log.h"
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+#include <android/log.h>
|
||||
+#endif
|
||||
+
|
||||
static struct {
|
||||
void *udata;
|
||||
log_LockFn lock;
|
||||
@@ -99,6 +103,23 @@
|
||||
time_t t = time(NULL);
|
||||
struct tm *lt = localtime(&t);
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ /* Plain stdout/stderr isn't captured by logcat on this platform (unlike
|
||||
+ e.g. gl4es's own "LIBGL"-tagged logging, which goes through this same
|
||||
+ API directly) - route there instead so every existing INFO/DEBUG/WARN/
|
||||
+ ERROR call site in the engine becomes visible for on-device debugging,
|
||||
+ with no changes needed at those call sites. */
|
||||
+ if (!L.quiet) {
|
||||
+ static const int android_priority[] = {
|
||||
+ ANDROID_LOG_VERBOSE, ANDROID_LOG_DEBUG, ANDROID_LOG_INFO,
|
||||
+ ANDROID_LOG_WARN, ANDROID_LOG_ERROR, ANDROID_LOG_FATAL
|
||||
+ };
|
||||
+ va_list args;
|
||||
+ va_start(args, fmt);
|
||||
+ __android_log_vprint(android_priority[level], "QuestShock", fmt, args);
|
||||
+ va_end(args);
|
||||
+ }
|
||||
+#else
|
||||
/* Log to stderr */
|
||||
if (!L.quiet) {
|
||||
va_list args;
|
||||
@@ -116,6 +137,7 @@
|
||||
va_end(args);
|
||||
fprintf(stderr, "\n");
|
||||
}
|
||||
+#endif
|
||||
|
||||
/* Log to file */
|
||||
if (L.fp) {
|
||||
@@ -0,0 +1,31 @@
|
||||
--- a/src/MacSrc/ShockBitmap.c
|
||||
+++ b/src/MacSrc/ShockBitmap.c
|
||||
@@ -42,11 +42,28 @@
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
+#ifndef __ANDROID__
|
||||
+ // On Android there's exactly one OS-controlled-size surface - no
|
||||
+ // desktop-style window to resize, move, or toggle fullscreen on.
|
||||
+ // SDL_SetWindowSize() still "succeeds" there (Android has no
|
||||
+ // SetWindowSize driver hook, so SDL's generic layer just overwrites its
|
||||
+ // own cached window->w/h to the requested game resolution, e.g.
|
||||
+ // 640x480, and synthesizes a resize event from that) - which desyncs
|
||||
+ // SDL's own notion of the window size from the real, unchanged Android
|
||||
+ // surface size (e.g. 1600x1200), and that desync is exactly what then
|
||||
+ // makes both SDL's internal renderer viewport and this engine's own
|
||||
+ // custom GL viewport (OpenGL.cc's opengl_resize(), driven by that same
|
||||
+ // now-wrong cached size) shrink to the game's resolution instead of
|
||||
+ // filling the real surface - confirmed on-device via added logcat
|
||||
+ // diagnostics (see android/engine-patches/07-09) showing the correct
|
||||
+ // 1600x1200 size at startup, then this exact call sequence collapsing
|
||||
+ // it to 640x480 the moment the splash screen sets its video mode.
|
||||
extern bool fullscreenActive;
|
||||
SDL_SetWindowFullscreen(window, fullscreenActive ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
|
||||
|
||||
SDL_SetWindowSize(window, width, height);
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
+#endif
|
||||
|
||||
SDL_RenderSetLogicalSize(renderer, width, height);
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
--- a/CMakeLists.txt
|
||||
+++ b/CMakeLists.txt
|
||||
@@ -64,6 +64,19 @@
|
||||
endif(WIN32)
|
||||
endif(ENABLE_OPENGL)
|
||||
|
||||
+# OpenXR loader (Android only for now - see android/app/src/main/cpp/
|
||||
+# xr_session.c, which submits the game's existing render as a composition
|
||||
+# layer instead of presenting to a normal window/surface). EGL is linked
|
||||
+# explicitly too - xr_session.c calls eglGetCurrentDisplay/Context/
|
||||
+# QueryContext/ChooseConfig directly (to share the GL context gl4es/SDL
|
||||
+# already made), and unlike GL itself (where gl4es's own libGL.so already
|
||||
+# provides every symbol the engine or xr_session.c call), there's no other
|
||||
+# EGL provider in this link.
|
||||
+if(ANDROID)
|
||||
+ set(OPENXR_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/openxr/include)
|
||||
+ set(OPENXR_LIBRARIES ${ANDROID_PREBUILT_DIR}/openxr/lib/libopenxr_loader.so EGL)
|
||||
+endif(ANDROID)
|
||||
+
|
||||
if(ENABLE_SDL2 MATCHES "ON")
|
||||
find_package(SDL2 REQUIRED)
|
||||
if(SDL2_FOUND)
|
||||
@@ -109,6 +122,8 @@
|
||||
${SDL2_MIXER_INCLUDE_DIRS}
|
||||
${FLUIDSYNTH_INCLUDE_DIRS}
|
||||
${OPENGL_INCLUDE_DIRS}
|
||||
+ ${OPENXR_INCLUDE_DIRS}
|
||||
+ ${ANDROID_EXTRA_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
if(NOT WIN32)
|
||||
@@ -439,6 +454,7 @@
|
||||
${SDL2_MIXER_LIBRARIES}
|
||||
${FLUIDSYNTH_LIBRARIES}
|
||||
${OPENGL_LIBRARIES}
|
||||
+ ${OPENXR_LIBRARIES}
|
||||
${ALSA_LIBRARIES}
|
||||
$<$<BOOL:${ANDROID}>:log>
|
||||
)
|
||||
@@ -0,0 +1,252 @@
|
||||
--- a/src/MacSrc/OpenGL.cc 2026-07-25 07:10:06.189412183 +0200
|
||||
+++ b/src/MacSrc/OpenGL.cc 2026-07-25 07:12:05.356301052 +0200
|
||||
@@ -36,6 +36,7 @@
|
||||
if (loc >= 0)
|
||||
glUniform1f(loc, size);
|
||||
}
|
||||
+#include "xr_session.h"
|
||||
#endif // __ANDROID__
|
||||
|
||||
extern "C" {
|
||||
@@ -382,6 +383,21 @@
|
||||
#endif
|
||||
opengl_resize(width, height);
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ // Bring up the OpenXR session now that the shared GL context above is
|
||||
+ // current (xr_init() reuses it via eglGetCurrentContext/Display - see
|
||||
+ // xr_session.c) - sized to the game's own logical resolution, not the
|
||||
+ // physical window, since the swapchain is composited by the XR runtime
|
||||
+ // rather than upscaled by us into a physical-window-sized viewport (see
|
||||
+ // opengl_swap_and_restore()/android_composite_software_frame() below).
|
||||
+ // Failure here (e.g. no OpenXR runtime installed) just means the
|
||||
+ // immersive path never activates - SDLDraw() falls back to the plain
|
||||
+ // window-present path for the rest of the run.
|
||||
+ int xr_logical_width, xr_logical_height;
|
||||
+ SDL_RenderGetLogicalSize(renderer, &xr_logical_width, &xr_logical_height);
|
||||
+ xr_init(xr_logical_width, xr_logical_height);
|
||||
+#endif
|
||||
+
|
||||
// Now make the palettes
|
||||
opaquePalette = SDL_AllocPalette(256);
|
||||
transparentPalette = SDL_AllocPalette(256);
|
||||
@@ -498,7 +514,109 @@
|
||||
*y_scale = output_height / screen_height;
|
||||
}
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+// Shared by opengl_swap_and_restore()'s UI-overlay blit and
|
||||
+// android_composite_software_frame() below - draws an SDL_Surface as a
|
||||
+// fullscreen textured quad via gl4es. SDL's own renderer can't be used
|
||||
+// here: it's tied to the window's own EGL surface, not whatever XR
|
||||
+// swapchain framebuffer the caller already bound via xr_frame_begin().
|
||||
+static void android_draw_surface_as_quad(SDL_Surface *ui, bool blend) {
|
||||
+ SDL_Surface *uiRgba = SDL_ConvertSurfaceFormat(ui, SDL_PIXELFORMAT_RGBA32, 0);
|
||||
+ if (uiRgba == nullptr)
|
||||
+ return;
|
||||
+
|
||||
+ glUseProgram(textureShaderProgram.shaderProgram);
|
||||
+ GLint tcAttrib = textureShaderProgram.tcAttrib;
|
||||
+ GLint lightAttrib = textureShaderProgram.lightAttrib;
|
||||
+ glUniform1i(textureShaderProgram.uniNightSight, false);
|
||||
+ glUniformMatrix4fv(textureShaderProgram.uniView, 1, false, IdentityMatrix);
|
||||
+ glUniformMatrix4fv(textureShaderProgram.uniProj, 1, false, IdentityMatrix);
|
||||
+
|
||||
+ // Persistent texture, reused every call instead of a fresh
|
||||
+ // gen/upload/delete each frame.
|
||||
+ static GLuint s_uiTexture = 0;
|
||||
+ if (s_uiTexture == 0)
|
||||
+ glGenTextures(1, &s_uiTexture);
|
||||
+ bind_texture(s_uiTexture);
|
||||
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, uiRgba->w, uiRgba->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
+ uiRgba->pixels);
|
||||
+
|
||||
+ set_blend_mode(blend);
|
||||
+
|
||||
+ // Real per-vertex arrays, not glBegin/glVertexAttrib/glVertex3f
|
||||
+ // immediate mode: glVertexAttrib*() is GLES2's *constant*-attribute
|
||||
+ // API - without an enabled vertex array it sets one value for the
|
||||
+ // whole draw call, not a fresh value per vertex. gl4es's immediate-mode
|
||||
+ // emulation only reproduces desktop GL's per-vertex-capture behavior
|
||||
+ // for attribute 0 (position, driven directly by glVertex3f), not for
|
||||
+ // custom attributes like this shader's texcoords/light.
|
||||
+ //
|
||||
+ // V is flipped (1 at the bottom, 0 at the top): GL texture v=0
|
||||
+ // addresses the first row of data passed to glTexImage2D, but uiRgba
|
||||
+ // (an SDL surface) stores its rows top-down.
|
||||
+ struct QuadVertex {
|
||||
+ float x, y, z;
|
||||
+ float u, v;
|
||||
+ float light;
|
||||
+ };
|
||||
+ static const QuadVertex quadVerts[4] = {
|
||||
+ {1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
|
||||
+ {1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
+ {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f},
|
||||
+ {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f},
|
||||
+ };
|
||||
+ glEnableVertexAttribArray(0);
|
||||
+ glEnableVertexAttribArray(tcAttrib);
|
||||
+ glEnableVertexAttribArray(lightAttrib);
|
||||
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].x);
|
||||
+ glVertexAttribPointer(tcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].u);
|
||||
+ glVertexAttribPointer(lightAttrib, 1, GL_FLOAT, GL_FALSE, sizeof(QuadVertex),
|
||||
+ &quadVerts[0].light);
|
||||
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
+ // The engine's other rendering uses glBegin/glVertexAttrib/glVertex3f
|
||||
+ // immediate mode for attribute 0, which depends on it not having an
|
||||
+ // enabled array bound.
|
||||
+ glDisableVertexAttribArray(0);
|
||||
+ glDisableVertexAttribArray(tcAttrib);
|
||||
+ glDisableVertexAttribArray(lightAttrib);
|
||||
+ glFlush();
|
||||
+
|
||||
+ SDL_FreeSurface(uiRgba);
|
||||
+}
|
||||
+
|
||||
+void android_composite_software_frame(SDL_Surface *ui) {
|
||||
+ // Deliberately no SDL_GL_MakeCurrent() here - see the comment in
|
||||
+ // opengl_swap_and_restore() below for why.
|
||||
+ glClear(GL_COLOR_BUFFER_BIT);
|
||||
+ android_draw_surface_as_quad(ui, false);
|
||||
+}
|
||||
+#endif
|
||||
+
|
||||
void opengl_swap_and_restore(SDL_Surface *ui) {
|
||||
+#ifdef __ANDROID__
|
||||
+ // No SDL_GL_MakeCurrent() here on Android, deliberately - unlike the
|
||||
+ // desktop path below. init_opengl() already made (window, context)
|
||||
+ // current once; re-asserting it every frame turned out to reset
|
||||
+ // gl4es's own internal "current framebuffer" bookkeeping back to
|
||||
+ // whatever it associates with that context/surface pair (observed
|
||||
+ // on-device: the XR swapchain image reliably received our real
|
||||
+ // glClear/bind from xr_frame_begin(), but every actual gl4es-routed
|
||||
+ // draw call after a fresh SDL_GL_MakeCurrent() here kept landing
|
||||
+ // somewhere else - the quad stayed permanently black). Confirmed this
|
||||
+ // exact class of gl4es/OpenXR interaction against RTCWQuest (Team
|
||||
+ // Beef Studios), a shipped gl4es+Khronos-OpenXR-loader Quest port:
|
||||
+ // it makes its EGL context current exactly once at init and never
|
||||
+ // again per-frame, for the same reason.
|
||||
+ //
|
||||
+ // xr_frame_begin() (called from SDLDraw()) already bound the XR
|
||||
+ // swapchain's framebuffer and a full-size viewport - no physical-
|
||||
+ // window letterboxing needed here either, unlike the desktop/2D-panel
|
||||
+ // path below, since the swapchain is sized to exactly the game's
|
||||
+ // logical resolution (see xr_init()).
|
||||
+ glClear(GL_COLOR_BUFFER_BIT);
|
||||
+#else
|
||||
// restore the view backup (without HUD overlay) for incremental
|
||||
// updates in the subsequent frame
|
||||
SDL_GL_MakeCurrent(window, context);
|
||||
@@ -510,6 +628,7 @@
|
||||
// Set the drawable area for the 3d view
|
||||
glViewport(phys_offset_x * x_hdpi_scale, phys_offset_y * y_hdpi_scale, phys_width * x_hdpi_scale,
|
||||
phys_height * y_hdpi_scale);
|
||||
+#endif
|
||||
set_blend_mode(false);
|
||||
|
||||
// Bind and setup our general shader program
|
||||
@@ -552,6 +671,11 @@
|
||||
if (err != GL_NO_ERROR)
|
||||
ERROR("OpenGL error: %i", err);
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ // Blit the UI canvas over the 3d view (see android_draw_surface_as_quad()
|
||||
+ // above - SDL's renderer can't target the XR swapchain framebuffer).
|
||||
+ android_draw_surface_as_quad(ui, true);
|
||||
+#else
|
||||
// Blit the UI canvas over the 3d view
|
||||
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, ui);
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
@@ -561,6 +685,7 @@
|
||||
|
||||
// Finally, swap to the screen
|
||||
SDL_RenderPresent(renderer);
|
||||
+#endif
|
||||
}
|
||||
|
||||
void toggle_opengl() {
|
||||
--- a/src/MacSrc/OpenGL.h 2026-07-19 13:11:51.000000000 +0200
|
||||
+++ b/src/MacSrc/OpenGL.h 2026-07-25 07:10:06.353410581 +0200
|
||||
@@ -22,6 +22,15 @@
|
||||
void opengl_swap_and_restore(SDL_Surface *ui);
|
||||
void opengl_change_palette();
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+// Composites a plain software-rendered frame (the same content SDLDraw's
|
||||
+// non-OpenGL fallback would otherwise present via SDL_RenderCopy) into the
|
||||
+// XR swapchain image already bound by xr_frame_begin() - see Shock.c's
|
||||
+// SDLDraw(), which needs this for the splash screen/cutscenes/menus that
|
||||
+// render this way instead of through opengl_swap_and_restore().
|
||||
+void android_composite_software_frame(SDL_Surface *ui);
|
||||
+#endif
|
||||
+
|
||||
void opengl_set_viewport(int x, int y, int width, int height);
|
||||
int opengl_draw_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
|
||||
int opengl_light_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
|
||||
--- a/src/MacSrc/Shock.c 2026-07-25 07:10:06.181412261 +0200
|
||||
+++ b/src/MacSrc/Shock.c 2026-07-25 07:10:06.353410581 +0200
|
||||
@@ -30,6 +30,10 @@
|
||||
#include <math.h>
|
||||
#include <SDL.h>
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+#include "xr_session.h"
|
||||
+#endif
|
||||
+
|
||||
#include "InitMac.h"
|
||||
#include "Modding.h"
|
||||
#include "OpenGL.h"
|
||||
@@ -301,6 +305,21 @@
|
||||
}
|
||||
|
||||
void SDLDraw() {
|
||||
+#ifdef __ANDROID__
|
||||
+ // The true once-a-frame present hook for the immersive OpenXR path -
|
||||
+ // unlike opengl_swap_and_restore() below, this runs every frame
|
||||
+ // regardless of should_opengl_swap() (e.g. also during the splash
|
||||
+ // screen/cutscenes/menus, which render through the plain software
|
||||
+ // path below, not the OpenGL one). xr_poll_events() needs exactly that
|
||||
+ // - called unconditionally - to ever observe the session reach a
|
||||
+ // running state in the first place.
|
||||
+ xr_poll_events();
|
||||
+ if (!xr_frame_begin()) {
|
||||
+ xr_frame_end();
|
||||
+ return;
|
||||
+ }
|
||||
+#endif
|
||||
+
|
||||
if (should_opengl_swap()) {
|
||||
// We want the UI background to be transparent!
|
||||
sdlPalette->colors[255].a = 0x00;
|
||||
@@ -310,14 +329,27 @@
|
||||
|
||||
// Set the palette back, and we are done
|
||||
sdlPalette->colors[255].a = 0xff;
|
||||
+#ifdef __ANDROID__
|
||||
+ xr_frame_end();
|
||||
+#endif
|
||||
return;
|
||||
}
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ // Same software-rendered frame the desktop path below would present
|
||||
+ // via SDL_RenderCopy/SDL_RenderPresent, composited into the XR
|
||||
+ // swapchain image xr_frame_begin() bound above instead - SDL's
|
||||
+ // renderer is tied to the window's own EGL surface, not that FBO.
|
||||
+ android_composite_software_frame(drawSurface);
|
||||
+ xr_frame_end();
|
||||
+ return;
|
||||
+#endif
|
||||
+
|
||||
// Clear the screen!
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, drawSurface);
|
||||
|
||||
- // Blit to the screen by drawing the surface
|
||||
+ // Blit to the screen by drawing the surface
|
||||
SDL_Rect srcRect = {0, 0, gScreenWide, gScreenHigh};
|
||||
SDL_RenderCopy(renderer, texture, &srcRect, NULL);
|
||||
SDL_DestroyTexture(texture);
|
||||
@@ -46,10 +46,25 @@ ARG ANDROID_COMPILE_SDK_VERSION=34
|
||||
ARG ANDROID_BUILD_TOOLS_VERSION=34.0.0
|
||||
ARG ANDROID_NDK_VERSION=26.1.10909125
|
||||
ARG ANDROID_CMAKE_VERSION=3.22.1
|
||||
# NDK 26 doesn't yet default to 16 KB-aligned ELF LOAD segments (that only
|
||||
# became automatic in NDK 28+) - Google requires this for Play Store
|
||||
# submissions targeting Android 15+ as of Nov 2025, and it's cheap/harmless
|
||||
# to do regardless of Play Store status. Passed to every Android shared-lib
|
||||
# CMake configure below, and to the engine's own build via
|
||||
# android/app/build.gradle's externalNativeBuild.cmake.arguments.
|
||||
ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
|
||||
# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
|
||||
# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
|
||||
# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
|
||||
ARG ANDROID_GL4ES_VERSION=1.1.6
|
||||
# Khronos' own OpenXR loader (https://github.com/KhronosGroup/OpenXR-SDK) -
|
||||
# the vendor-neutral loader, not Meta's redistributed copy, per this
|
||||
# project's "favor OpenXR" rule (see README's Design principles). Only the
|
||||
# loader is built (BUILD_LOADER=ON, everything else off) - the actual XR
|
||||
# runtime implementation is resolved on-device by Horizon OS at load time,
|
||||
# nothing else needs bundling. Verify this is still the latest release tag
|
||||
# at https://github.com/KhronosGroup/OpenXR-SDK/releases when bumping.
|
||||
ARG ANDROID_OPENXR_VERSION=1.1.42
|
||||
|
||||
ENV DEBIAN_FRONTEND=noninteractive
|
||||
|
||||
@@ -77,12 +92,17 @@ ENV DEBIAN_FRONTEND=noninteractive
|
||||
# build cache for this layer - and vice versa, adding a package here only
|
||||
# ever costs a rebuild of the (slow) layers below it, not a re-download
|
||||
# of packages that didn't change.
|
||||
# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
|
||||
# build step) - the Android APK packager (AGP) refuses to bundle a
|
||||
# jniLibs file whose name doesn't literally end in ".so", but the
|
||||
# dynamic linker resolves NEEDED entries by embedded SONAME, not
|
||||
# filename - patchelf lets both agree on "libGL.so".
|
||||
RUN apt-get update && apt-get install -y --no-install-recommends \
|
||||
build-essential cmake make git curl ca-certificates pkg-config gosu \
|
||||
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 patchelf \
|
||||
&& rm -rf /var/lib/apt/lists/*
|
||||
|
||||
WORKDIR /opt/prebuilt
|
||||
@@ -177,6 +197,7 @@ RUN curl -sSLO "https://www.libsdl.org/release/SDL2-${ANDROID_SDL2_VERSION}.tar.
|
||||
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
|
||||
-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/sdl2 -DBUILD_SHARED_LIBS=ON \
|
||||
-DSDL_STATIC=OFF \
|
||||
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
|
||||
&& cmake --build build-sdl2-android -j"$(nproc)" \
|
||||
&& cmake --install build-sdl2-android \
|
||||
&& rm -rf "SDL2-${ANDROID_SDL2_VERSION}" "SDL2-${ANDROID_SDL2_VERSION}.tar.gz" build-sdl2-android
|
||||
@@ -202,6 +223,7 @@ RUN curl -sSLO "https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${A
|
||||
-DSDL2MIXER_FLAC=OFF -DSDL2MIXER_GME=OFF -DSDL2MIXER_MOD=OFF \
|
||||
-DSDL2MIXER_MP3=OFF -DSDL2MIXER_MIDI=OFF -DSDL2MIXER_OPUS=OFF -DSDL2MIXER_VORBIS=OFF \
|
||||
-DSDL2MIXER_WAVPACK=OFF \
|
||||
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
|
||||
&& cmake --build build-sdl2mixer-android -j"$(nproc)" \
|
||||
&& cmake --install build-sdl2mixer-android \
|
||||
&& rm -rf "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}" "SDL2_mixer-${ANDROID_SDL2_MIXER_VERSION}.tar.gz" build-sdl2mixer-android
|
||||
@@ -217,6 +239,7 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
|
||||
&& cmake -S fluidsynth-lite-android -B build-fluidsynth-android \
|
||||
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
|
||||
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
|
||||
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
|
||||
&& cmake --build build-fluidsynth-android -j"$(nproc)" \
|
||||
&& mkdir -p /opt/prebuilt/android/fluidsynth-lite/lib /opt/prebuilt/android/fluidsynth-lite/include \
|
||||
&& cp -a build-fluidsynth-android/src/libfluidsynth.so* /opt/prebuilt/android/fluidsynth-lite/lib/ \
|
||||
@@ -231,8 +254,17 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
|
||||
|
||||
# gl4es's own CMakeLists.txt writes its output straight to
|
||||
# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
|
||||
# the GL target a ".so.1" suffix - stage explicitly rather than
|
||||
# `cmake --install` (which it doesn't support for this target anyway).
|
||||
# the GL target a ".so.1" suffix, both in filename and in its embedded
|
||||
# ELF SONAME - stage explicitly rather than `cmake --install` (which it
|
||||
# doesn't support for this target anyway). Renaming the *file* to
|
||||
# "libGL.so" isn't enough on its own: the dynamic linker resolves
|
||||
# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
|
||||
# filename it was linked against, so a bare rename would link fine but
|
||||
# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
|
||||
# isn't an option either - AGP's jniLibs packaging silently drops any
|
||||
# native library whose filename doesn't literally end in ".so". So
|
||||
# patchelf the embedded SONAME to "libGL.so" too, making the rename
|
||||
# consistent both at link time and at runtime.
|
||||
RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
|
||||
https://github.com/ptitSeb/gl4es.git gl4es-android \
|
||||
&& rm -rf gl4es-android/.git \
|
||||
@@ -240,12 +272,34 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
|
||||
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
|
||||
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
|
||||
-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
|
||||
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
|
||||
&& cmake --build build-gl4es-android -j"$(nproc)" \
|
||||
&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
|
||||
&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
|
||||
&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
|
||||
&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
|
||||
&& rm -rf gl4es-android build-gl4es-android
|
||||
|
||||
# OpenXR loader, for the immersive VR mode (android/app/src/main/cpp/
|
||||
# xr_session.c and friends) - see android/engine-patches/
|
||||
# 11-android-openxr-cmake.patch for how the engine links it.
|
||||
RUN git clone --branch "release-${ANDROID_OPENXR_VERSION}" --depth 1 \
|
||||
https://github.com/KhronosGroup/OpenXR-SDK.git openxr-sdk-android \
|
||||
&& rm -rf openxr-sdk-android/.git \
|
||||
&& cmake -S openxr-sdk-android -B build-openxr-android \
|
||||
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
|
||||
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
|
||||
-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/openxr \
|
||||
-DBUILD_LOADER=ON -DBUILD_TESTS=OFF -DBUILD_API_LAYERS=OFF \
|
||||
-DBUILD_CONFORMANCE_TESTS=OFF -DBUILD_WITH_SYSTEM_JSONCPP=OFF \
|
||||
-DDYNAMIC_LOADER=ON \
|
||||
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
|
||||
&& cmake --build build-openxr-android -j"$(nproc)" --target openxr_loader \
|
||||
&& cmake --install build-openxr-android \
|
||||
&& mkdir -p /opt/prebuilt/android/openxr/include \
|
||||
&& cp -a openxr-sdk-android/include/. /opt/prebuilt/android/openxr/include/ \
|
||||
&& rm -rf openxr-sdk-android build-openxr-android
|
||||
|
||||
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
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#!/usr/bin/env bash
|
||||
# Builds the Quest APK from a scratch, patched copy of engine/ (see
|
||||
# android/engine-patches/ - engine/ itself is never modified) plus the
|
||||
# Android SDL2/SDL2_mixer/fluidsynth-lite prebuilt into this image at
|
||||
# /opt/prebuilt/android/*. Run via ../run-image.sh (or directly, if
|
||||
# already inside this image - see the Makefile's `apk` target).
|
||||
# Builds the Quest APK - see build-image/prepare-android-project.sh (which
|
||||
# this calls) for how android/ gets a scratch, patched copy of engine/,
|
||||
# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
|
||||
# assets staged in. Run via ../run-image.sh (or directly, if already
|
||||
# inside this image - see the Makefile's `apk` target).
|
||||
#
|
||||
# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
|
||||
# own dependency resolution isn't prebuilt into the image (see
|
||||
@@ -12,53 +12,29 @@ set -euo pipefail
|
||||
|
||||
REPO_ROOT="$(pwd)"
|
||||
ANDROID_DIR="$REPO_ROOT/android"
|
||||
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
|
||||
|
||||
echo "== Preparing a scratch, patched copy of engine/ =="
|
||||
rm -rf "$SCRATCH_ENGINE"
|
||||
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
|
||||
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
|
||||
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
|
||||
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
|
||||
done
|
||||
bash "$REPO_ROOT/build-image/prepare-android-project.sh"
|
||||
|
||||
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/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
|
||||
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
|
||||
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
|
||||
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
|
||||
|
||||
echo "engineDir=$SCRATCH_ENGINE" > "$ANDROID_DIR/engine.properties"
|
||||
|
||||
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
|
||||
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
|
||||
rm -rf "$ASSETS_DIR"
|
||||
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
|
||||
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
|
||||
# android/engine-patches/04-android-opengl-es-render.patch) - not
|
||||
# engine/shaders/ itself, which is desktop-only GLSL.
|
||||
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" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
|
||||
|
||||
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
|
||||
JNI_LIBS_DIR="$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 \
|
||||
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
|
||||
echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
|
||||
git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
|
||||
VERSION="$("$REPO_ROOT/build-image/version.sh")"
|
||||
# versionName (VERSION, above) can be anything, but Android's versionCode
|
||||
# must be a positive, monotonically-increasing integer - the commit count
|
||||
# is a simple, deterministic stand-in for that.
|
||||
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
|
||||
echo "Version: $VERSION (versionCode $VERSION_CODE)"
|
||||
|
||||
echo "== Building the APK (gradlew assembleDebug) =="
|
||||
cd "$ANDROID_DIR"
|
||||
./gradlew --no-daemon assembleDebug
|
||||
./gradlew --no-daemon assembleDebug \
|
||||
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
|
||||
|
||||
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
|
||||
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
|
||||
|
||||
mkdir -p "$REPO_ROOT/dist"
|
||||
cp "$APK" "$REPO_ROOT/dist/questshock-debug.apk"
|
||||
PKG_NAME="questshock-$VERSION-android-arm64.apk"
|
||||
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
|
||||
|
||||
echo "== Done =="
|
||||
echo "APK: $REPO_ROOT/dist/questshock-debug.apk"
|
||||
echo "APK: $REPO_ROOT/dist/$PKG_NAME"
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
#!/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.
|
||||
#
|
||||
# Two modes:
|
||||
# (no args) - for build-apk.sh's own gradlew, invoked in this same
|
||||
# container - engine.properties points at this
|
||||
# container's own paths (e.g. /workspace/build/...).
|
||||
# --host-paths - for building android/ natively in Android Studio on
|
||||
# the HOST afterwards, instead of via build-apk.sh.
|
||||
# Needs HOST_REPO_ROOT (set by run-image.sh) to know
|
||||
# this container's bind-mounted repo root's path on
|
||||
# the host, since a plain container-internal path
|
||||
# like /workspace/... doesn't resolve there. Also
|
||||
# exports /opt/prebuilt/android (host-invisible,
|
||||
# image-only) to build/android-prebuilt so a host-side
|
||||
# CMake configure can actually find it.
|
||||
set -euo pipefail
|
||||
|
||||
HOST_PATHS=0
|
||||
if [ "${1:-}" = "--host-paths" ]; then
|
||||
HOST_PATHS=1
|
||||
fi
|
||||
|
||||
REPO_ROOT="$(pwd)"
|
||||
ANDROID_DIR="$REPO_ROOT/android"
|
||||
SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
|
||||
PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
|
||||
|
||||
echo "== Preparing a scratch, patched copy of engine/ =="
|
||||
rm -rf "$SCRATCH_ENGINE"
|
||||
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
|
||||
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
|
||||
for p in "$ANDROID_DIR"/engine-patches/*.patch; do
|
||||
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
|
||||
done
|
||||
|
||||
echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
|
||||
mkdir -p "$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/"
|
||||
mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
|
||||
cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
|
||||
cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
|
||||
|
||||
if [ "$HOST_PATHS" -eq 1 ]; then
|
||||
: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
|
||||
echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
|
||||
rm -rf "$PREBUILT_EXPORT_DIR"
|
||||
cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
|
||||
ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
|
||||
PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
|
||||
else
|
||||
ENGINE_DIR_PROP="$SCRATCH_ENGINE"
|
||||
PREBUILT_DIR_PROP="/opt/prebuilt/android"
|
||||
fi
|
||||
|
||||
{
|
||||
echo "engineDir=$ENGINE_DIR_PROP"
|
||||
echo "prebuiltDir=$PREBUILT_DIR_PROP"
|
||||
} > "$ANDROID_DIR/engine.properties"
|
||||
|
||||
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
|
||||
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
|
||||
rm -rf "$ASSETS_DIR"
|
||||
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
|
||||
# GLES ports of engine/shaders/ (see android/gles-shaders/ and
|
||||
# android/engine-patches/04-android-opengl-es-render.patch) - not
|
||||
# engine/shaders/ itself, which is desktop-only GLSL.
|
||||
cp -a "$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 =="
|
||||
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
|
||||
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
|
||||
mkdir -p "$JNI_LIBS_DIR"
|
||||
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
|
||||
/opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
|
||||
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
|
||||
|
||||
echo "== Done =="
|
||||
echo "engineDir=$ENGINE_DIR_PROP"
|
||||
echo "prebuiltDir=$PREBUILT_DIR_PROP"
|
||||
if [ "$HOST_PATHS" -eq 1 ]; then
|
||||
echo "android/ is ready to open and build natively in Android Studio on the host."
|
||||
fi
|
||||
@@ -0,0 +1,28 @@
|
||||
#!/usr/bin/env bash
|
||||
# Prints the release version used to name both dist/shockolate-*.tar.gz
|
||||
# (see `make package`) and dist/questshock-*.apk (see build-apk.sh), so
|
||||
# the two are always versioned identically.
|
||||
#
|
||||
# Defaults to the current git tag (vX.Y.Z, prefix stripped) if HEAD is
|
||||
# exactly on one matching that pattern; otherwise a 0.0.0-dev+<sha>
|
||||
# placeholder (with a warning on stderr) - push a vX.Y.Z tag to drive a
|
||||
# real release version. Override either way with VERSION=1.2.3 in the
|
||||
# environment.
|
||||
set -euo pipefail
|
||||
|
||||
V="${VERSION:-}"
|
||||
if [ -z "$V" ]; then
|
||||
if TAG=$(git describe --tags --exact-match --match 'v[0-9]*.[0-9]*.[0-9]*' 2>/dev/null); then
|
||||
V="${TAG#v}"
|
||||
else
|
||||
V="0.0.0-dev+$(git rev-parse --short HEAD)"
|
||||
echo "WARNING: HEAD is not on a vX.Y.Z tag - building placeholder version $V (push a tag to drive a real release version)" >&2
|
||||
fi
|
||||
fi
|
||||
|
||||
case "$V" in
|
||||
[0-9]*.[0-9]*.[0-9]*) ;;
|
||||
*) echo "PREFLIGHT FAIL: VERSION '$V' is not a semantic version (expected X.Y.Z, optionally with a -pre+meta suffix)" >&2; exit 1;;
|
||||
esac
|
||||
|
||||
echo "$V"
|
||||
@@ -1,16 +1,14 @@
|
||||
This package does not include System Shock's game data - it's
|
||||
copyrighted, proprietary content that can't be redistributed. To play,
|
||||
you need a copy of System Shock: Enhanced Edition (e.g. from gog.com).
|
||||
you need to own a copy of System Shock: Enhanced Edition (e.g. from
|
||||
gog.com), installed (on Windows, or via Wine/Proton on Linux).
|
||||
|
||||
From your Enhanced Edition install, you need its classic-game data and
|
||||
sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
|
||||
together (res/pc/hd's copies win the couple of filenames present in
|
||||
both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
|
||||
inside the install's sshock.kpf (a zip file).
|
||||
|
||||
Copy that merged data into place, alongside this file:
|
||||
res/data/ <- res/pc/hd/data + res/pc/cdrom/data, merged
|
||||
res/sound/ <- res/pc/hd/sound
|
||||
Copy its res/data/ and res/sound/ folders directly into place here,
|
||||
alongside this file:
|
||||
res/data/
|
||||
res/sound/
|
||||
They already contain everything needed, in the right layout - no
|
||||
merging or extraction required.
|
||||
|
||||
Once res/data/ and res/sound/ exist next to this file, run ./run.sh from
|
||||
the root of this package to play.
|
||||
|
||||
@@ -1,17 +1,14 @@
|
||||
This app does not include System Shock's game data - it's copyrighted,
|
||||
proprietary content that can't be redistributed. To play, you need a
|
||||
copy of System Shock: Enhanced Edition (e.g. from gog.com).
|
||||
|
||||
From your Enhanced Edition install, you need its classic-game data and
|
||||
sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
|
||||
together (res/pc/hd's copies win the couple of filenames present in
|
||||
both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
|
||||
inside the install's sshock.kpf (a zip file).
|
||||
proprietary content that can't be redistributed. To play, you need to
|
||||
own a copy of System Shock: Enhanced Edition (e.g. from gog.com),
|
||||
installed (on Windows, or via Wine/Proton on Linux).
|
||||
|
||||
Using SideQuest (or any MTP file browser) with your Quest connected,
|
||||
copy that merged data into:
|
||||
copy its res/data/ and res/sound/ folders directly into:
|
||||
/sdcard/questshock/res/data/
|
||||
/sdcard/questshock/res/sound/
|
||||
They already contain everything needed, in the right layout - no
|
||||
merging or extraction required.
|
||||
|
||||
(shaders/ and this app's default soundfont are already here, extracted
|
||||
automatically on first launch - only res/data/ and res/sound/ are
|
||||
|
||||
|
After Width: | Height: | Size: 493 KiB |
|
After Width: | Height: | Size: 421 KiB |
|
After Width: | Height: | Size: 434 KiB |
|
After Width: | Height: | Size: 343 KiB |
|
After Width: | Height: | Size: 272 KiB |
|
After Width: | Height: | Size: 309 KiB |
|
After Width: | Height: | Size: 96 KiB |
|
After Width: | Height: | Size: 37 KiB |
|
After Width: | Height: | Size: 142 KiB |
|
After Width: | Height: | Size: 265 KiB |
@@ -39,11 +39,17 @@ docker image inspect "$IMAGE" >/dev/null 2>&1 \
|
||||
TTY_FLAGS="-i"
|
||||
[ -t 1 ] && TTY_FLAGS="-it"
|
||||
|
||||
# HOST_REPO_ROOT: lets scripts running in the container (e.g.
|
||||
# build-image/prepare-android-project.sh --host-paths) write paths that
|
||||
# resolve on the HOST filesystem instead of this container's own
|
||||
# /workspace - needed so a gradlew/Android Studio running natively on the
|
||||
# host afterwards can find them.
|
||||
# shellcheck disable=SC2086
|
||||
docker run --rm $TTY_FLAGS \
|
||||
-v "$ROOT:/workspace" \
|
||||
-e HOST_UID="$(id -u)" \
|
||||
-e HOST_GID="$(id -g)" \
|
||||
-e HOST_REPO_ROOT="$ROOT" \
|
||||
"$IMAGE" \
|
||||
"$@"
|
||||
|
||||
|
||||