2300d081c3
build / build (push) Successful in 2m12s
- 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.
92 lines
4.3 KiB
Bash
Executable File
92 lines
4.3 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Prepares android/ to be built: a scratch, patched copy of engine/ (see
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# android/engine-patches/ - engine/ itself is never modified), the
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# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr prebuilts staged
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# into jniLibs, bundled assets, and android/engine.properties (engineDir/
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# prebuiltDir, read by android/app/build.gradle). Always run inside this
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# image (via ../run-image.sh, or directly if already inside it) - it
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# reads from /opt/prebuilt/android/*, which only exists there.
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#
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# Two modes:
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# (no args) - for build-apk.sh's own gradlew, invoked in this same
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# container - engine.properties points at this
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# container's own paths (e.g. /workspace/build/...).
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# --host-paths - for building android/ natively in Android Studio on
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# the HOST afterwards, instead of via build-apk.sh.
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# Needs HOST_REPO_ROOT (set by run-image.sh) to know
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# this container's bind-mounted repo root's path on
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# the host, since a plain container-internal path
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# like /workspace/... doesn't resolve there. Also
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# exports /opt/prebuilt/android (host-invisible,
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# image-only) to build/android-prebuilt so a host-side
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# CMake configure can actually find it.
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set -euo pipefail
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HOST_PATHS=0
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if [ "${1:-}" = "--host-paths" ]; then
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HOST_PATHS=1
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fi
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
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PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
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echo "== Preparing a scratch, patched copy of engine/ =="
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rm -rf "$SCRATCH_ENGINE"
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mkdir -p "$(dirname "$SCRATCH_ENGINE")"
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cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
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for p in "$ANDROID_DIR"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
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mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
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cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
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mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
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cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
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cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
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if [ "$HOST_PATHS" -eq 1 ]; then
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: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
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rm -rf "$PREBUILT_EXPORT_DIR"
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cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
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ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
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PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
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else
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ENGINE_DIR_PROP="$SCRATCH_ENGINE"
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PREBUILT_DIR_PROP="/opt/prebuilt/android"
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fi
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{
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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} > "$ANDROID_DIR/engine.properties"
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echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
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ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
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rm -rf "$ASSETS_DIR"
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mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
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# GLES ports of engine/shaders/ (see android/gles-shaders/ and
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# android/engine-patches/04-android-opengl-es-render.patch) - not
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# engine/shaders/ itself, which is desktop-only GLSL.
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cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr .so's into jniLibs =="
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JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
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rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
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mkdir -p "$JNI_LIBS_DIR"
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find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
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/opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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if [ "$HOST_PATHS" -eq 1 ]; then
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echo "android/ is ready to open and build natively in Android Studio on the host."
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fi
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