Files
ml d2dc58391b
build / build (push) Successful in 2m26s
Add controller input and a laser-pointer-driven menu quad
- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a
  menu-toggle button) plus ray/quad hit-testing, and a visible
  laser-pointer line drawn from the controller toward the hit point.
- xr_menu.c/h + MenuOverlay.java: a second composition-layer quad,
  toggled by a controller button, showing an off-screen, never-attached
  Android View tree (one "Keyboard" button so far) driven by synthetic
  touch events computed from the laser ray's hit UV.
- Migrate gl4es from a prebuilt binary baked into the Docker build-image
  to a vendored source snapshot (android/gl4es-src/) compiled from
  source at APK build time via CMake add_subdirectory(), patched through
  a new android/gl4es-patches/ (mirrors the existing engine-patches/
  pattern). This was needed to track down and fix a bug hit while
  building the menu: gl4es's fixed-pipeline emulation (fpe.c) was
  unconditionally substituting its own shader onto the menu's draw call
  (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so
  its fpe_IsEmpty() check could never see the state as empty), making
  the menu quad show the game's own rendering instead of its own
  content. Fixed by routing the menu's blit through a real
  glBlitFramebuffer() call instead of a shader-based draw, which gl4es's
  fpe.c has nothing to intercept - documented in README.md's new
  "Debugging notes" section.
- Renumber android/engine-patches/ to close the gap left by removing an
  unrelated diagnostic-only patch, and strip investigation-journal
  comments and dead diagnostic code (temporary tracing, env-var probes)
  left over from finding the bug above.
- Restructure README.md into numbered sections, document every
  engine/gl4es patch, add Android Studio dev/testing-cycle instructions,
  and generalize Quest-specific wording to any OpenXR headset. Update
  NOTICE.txt to match (gl4es is now vendored/patched source, not a
  prebuilt binary; add the OpenXR-SDK loader).
2026-08-02 06:27:49 +02:00

20 lines
614 B
Django/Jinja

{% extends "base/wrap.h.j2" %}
{% block content %}
{{ super() }}
{% for func in functions %}
#ifndef direct_{{ func.name }}
#define push_{{ func.name }}({{ func.args|args(0) }}) { \
{{ func.name }}_PACKED *packed_data = malloc(sizeof({{ func.name }}_PACKED)); \
packed_data->format = {{ func.name }}_FORMAT; \
packed_data->func = gl4es_{{ func.name }}; \
{% if func.args %}
{% for arg in func.args %}
packed_data->args.a{{ loop.index }} = ({{ arg.type|unconst }}){{ arg.name }}; \
{% endfor %}
{% endif %}
glPushCall((void *)packed_data); \
}
#endif
{% endfor %}
{% endblock %}