Files
questshock/README.md
T
ml 2300d081c3
build / build (push) Successful in 2m12s
Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
- New android/app/src/main/cpp/xr_session.c (+.h): owns the OpenXR
  instance/session/local-space/swapchain and the per-frame
  xrWaitFrame/xrBeginFrame/xrEndFrame loop, submitting the game's
  existing flat render as a single head-tracked XrCompositionLayerQuad.
  No stereo rendering or controller input yet - that's steps B/C/D of
  the plan.
- 11-android-openxr-cmake.patch: links the OpenXR loader as a build
  dependency, staged into jniLibs the same way as gl4es/SDL2.
  build-image/Dockerfile and prepare-android-project.sh build and stage
  it.
- 12-android-openxr-present.patch: redirects OpenGL.cc's final present
  step (opengl_swap_and_restore / SDLDraw's software path) into the XR
  swapchain FBO instead of the window, on Android only. Two real gl4es
  bugs had to be worked around to get pixels on screen at all:
    - gl4es's own glBindFramebuffer errors on an FBO id it didn't create
      itself, even though the real driver-level bind succeeds - fixed by
      creating the swapchain FBO container via gl4es's own
      glGenFramebuffers/glBindFramebuffer, and only using the real
      (dlsym'd) driver call for attaching OpenXR's foreign swapchain
      texture, which gl4es's own attach can't handle.
    - gl4es's glBegin/glVertexAttrib/glVertex3f immediate-mode emulation
      only captures a fresh per-vertex value for attribute 0 (position,
      driven directly by glVertex3f) - custom attributes like this
      shader's texcoords/light are GLES2's *constant*-attribute API and
      applied once for the whole draw, not per vertex, silently
      collapsing the UI-overlay quad to a single sampled texel. Fixed by
      switching that one draw call to real vertex arrays
      (glVertexAttribPointer/glDrawArrays).
  Also flips the V texcoord to match SDL's top-down row order against
  GL's texture convention, and reuses a persistent texture object
  instead of a fresh gen/upload/delete every frame.
- AndroidManifest.xml: declares the immersive-HMD intent category and
  focus-aware metadata, drops the 2D-panel layout hint.
- README: documents the new OpenXR immersive mode.
2026-07-25 07:25:27 +02:00

181 lines
8.4 KiB
Markdown

# Questshock
![questshock](res/logo_small.png)
An open source project to play the classic 1994 System Shock on a VR
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
a cross-platform port of the original game.
## Design principles
- **Standalone-headset-only.** The game must run entirely on the headset
itself - no PC required, whether tethered or streamed (not PCVR). Any
feature or dependency that assumes a host PC is out of scope.
- **OpenXR-first.** Favor OpenXR-standard APIs over vendor-specific ones
(e.g. Meta's Oculus Mobile SDK) wherever there's a choice, so the port
isn't locked to Meta Quest and can work across other standalone,
Android-based OpenXR headsets (e.g. Pico) too.
## Layout
- `engine/` - a vendored snapshot of the Shockolate engine source. Built
via Docker; see below.
- `build-image/` - the Dockerfile (and supporting scripts) for the engine
build environment. Every third-party dependency the engine needs to
compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI
soundfont) is fetched and built once into this image - compiling
`engine/` itself needs no network access.
- `build-image.sh` / `run-image.sh` / `upload-image.sh` - build the image,
run it to compile the engine, and push it to a registry, respectively.
- `res/assets/` - where you place your own purchased copy of the game (see
below); `res/assets/extract_assets.sh` extracts it into `ss_ee/`.
- `res/run.sh` - the launcher script, copied into `dist/` on build.
- `Makefile` - assembles `dist/`, a self-contained runnable copy of the
game, out of the compiled engine and the extracted assets. Also builds
`dist/shockolate-<version>-linux-<arch>.tar.gz`, a redistributable
package that omits the proprietary game assets (`make package`), and
`dist/questshock-<version>-android-arm64.apk` for the Quest (`make apk`).
- `android/` - the Quest app (Java `SDLActivity` glue, Gradle project).
`android/engine-patches/` holds the one small patch needed to build
`engine/` as an Android shared library instead of a desktop executable
- applied to a scratch copy at build time; `engine/` itself is never
modified.
## Building
```sh
# 1. Build the engine build-image (once, or after build-image/ changes)
./build-image.sh
# 2. Get your own copy of the game data (see "Game assets" below), then:
res/assets/extract_assets.sh
# 3. Compile the engine and assemble dist/
make dist
# 4. Play
dist/run.sh
```
`make dist` always recompiles the engine from the current `engine/`
source (via `run-image.sh`), so a fresh build-image plus a re-run of
`make dist` is all that's needed after pulling engine changes.
## Game assets
System Shock's game data is not included in this repository and cannot
be redistributed - you need to own a copy. Buy **System Shock: Enhanced
Edition** on [gog.com](https://www.gog.com/), download the offline
installer (a `.exe`), and drop it into `res/assets/`. Then run
`res/assets/extract_assets.sh`, which pulls the classic game's data and
sound files out of the installer (it's an Inno Setup package; the actual
game data lives inside it in a zip-format `sshock.kpf`) into
`res/assets/ss_ee/`. That script needs `innoextract` and `unzip`; if
they aren't installed locally it falls back to running the extraction in
a throwaway Docker container instead.
If you already have the game installed instead (on Windows, or via
Wine/Proton on Linux), you don't need the installer or the script at
all - just copy its `res/data/` and `res/sound/` folders directly into
`res/assets/ss_ee/data/` and `res/assets/ss_ee/sound/`. That's exactly
the same layout `extract_assets.sh` produces, so `make dist`/`make
package`/`make apk` pick it up the same way either way.
## Packaging
`make package` builds `dist/shockolate-<version>-linux-<arch>.tar.gz`: the
compiled binary, its runtime libraries, shaders, a default MIDI
soundfont, license information, and `res/GET_ASSETS.txt` in place of the
actual game data (which the tarball never includes). Version comes from
the current git tag (push a `vX.Y.Z` tag to drive a release); without one
it builds an untagged `0.0.0-dev+<sha>` placeholder. `make apk` (below)
is versioned identically, via the same `build-image/version.sh`.
A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
package on every push, using the build-image as its container (so no
extra setup is needed in CI beyond the image itself), and publishes the
resulting tarball to dl.ladkau.de.
## Playing on Meta Quest
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`): the
game's own rendering is unchanged (still a flat, 2D render, no stereo 3D
scene), but instead of running as a Home-hosted 2D panel it's now shown as
a single head-tracked quad floating in front of the viewer in an otherwise
empty space. There's no controller-driven interaction yet (that's ongoing
work - a laser-pointer-driven menu and on-screen keyboard); for now, play
with a Bluetooth mouse/keyboard connected to the headset same as before.
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
install`).
2. Launch it once. It'll ask for storage permission, then create
`/sdcard/questshock/` and extract its own bundled files (shaders, a
default MIDI soundfont) there - `res/data/` and `res/sound/` are
deliberately left missing, since that's the proprietary game data.
3. With the Quest connected to a PC, use SideQuest's file browser (or any
MTP file manager) to copy your own `res/data/` and `res/sound/` (see
`/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in step 2, for
exactly what's needed and where it comes from) into
`/sdcard/questshock/res/`.
4. Launch it again.
### Building natively in Android Studio
`make apk` always compiles the engine and links the APK inside the
Docker build-image - convenient for CI/CLI builds, but Android Studio
can't attach a debugger to (or get IDE code-intelligence for) a build
that happens inside a container it isn't running.
To have Android Studio compile and deploy `android/` itself instead:
```sh
./run-image.sh bash build-image/prepare-android-project.sh --host-paths
```
This stages everything `make apk` normally stages (a scratch, patched
copy of `engine/`; the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr
prebuilts; bundled assets) - the same as `build-apk.sh`'s own prep step -
except it writes `android/engine.properties` with paths that resolve on
your host filesystem, and additionally exports the prebuilt libraries
(otherwise only present inside the image, at `/opt/prebuilt/android`) to
`build/android-prebuilt/` so they're visible outside the container too.
Re-run it whenever `engine/`, `android/engine-patches/`, or the
prebuilt-library versions in `build-image/Dockerfile` change.
Then open `android/` as a project in Android Studio (JDK 17, NDK
`26.1.10909125`, and SDK Platform/Build-Tools 34 installed, matching
`build-image/Dockerfile` and `android/app/build.gradle`) and build/run
normally - no Docker involved for this part.
## License
The original tooling in this repository (the Docker build image, build
scripts, Makefile, asset extraction script, and the Quest app in
`android/` - aside from `org/libsdl/app/`, see below) is licensed under
the [MIT License](LICENSE).
`android/app/src/main/java/org/libsdl/app/` is copied from
[SDL2](https://www.libsdl.org/)'s own android-project template and is
zlib-licensed, same as SDL2 itself.
The Quest build also bundles [GL4ES](https://github.com/ptitSeb/gl4es)
(`lib/arm64-v8a/libGL.so` in the APK, prebuilt unmodified into the build
image), which translates the engine's desktop-style OpenGL calls into
GLES/EGL and is MIT-licensed.
It also bundles the Khronos Group's own [OpenXR-SDK loader](
https://github.com/KhronosGroup/OpenXR-SDK) (`lib/arm64-v8a/libopenxr_loader.so`,
prebuilt unmodified into the build image), which is Apache 2.0-licensed.
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
and is *not* relicensed by this project's MIT license. Any build or
distribution of the compiled engine must comply with the GPLv3.
The game assets extracted into `res/assets/ss_ee/` are proprietary,
copyrighted game data owned by their respective rightsholders - they are
never committed to this repository (see `.gitignore`) and must be
supplied by each user from their own legitimate purchase.