d2dc58391b
build / build (push) Successful in 2m26s
- 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).
115 lines
5.3 KiB
Bash
Executable File
115 lines
5.3 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/) and of android/gl4es-src/ (see
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# android/gl4es-patches/) - neither vendored tree itself is ever modified -
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# gl4esDir/prebuiltDir, read by android/app/build.gradle). gl4es itself is
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# NOT prebuilt here - it's compiled from this scratch copy as a CMake
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# subdirectory of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal rebuild, not a build-image rebuild. Always
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# run inside this image (via ../run-image.sh, or directly if already
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# inside it) - it reads from /opt/prebuilt/android/*, which only exists
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# 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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SCRATCH_GL4ES="$REPO_ROOT/build/android-gl4es"
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PREBUILT_EXPORT_DIR="$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 "== Preparing a scratch, patched copy of android/gl4es-src/ =="
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rm -rf "$SCRATCH_GL4ES"
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cp -a "$ANDROID_DIR/gl4es-src" "$SCRATCH_GL4ES"
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for p in "$ANDROID_DIR"/gl4es-patches/*.patch; do
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patch -p1 -d "$SCRATCH_GL4ES" < "$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/openxr 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="$HOST_REPO_ROOT/build/android-engine"
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GL4ES_DIR_PROP="$HOST_REPO_ROOT/build/android-gl4es"
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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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GL4ES_DIR_PROP="$SCRATCH_GL4ES"
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PREBUILT_DIR_PROP="/opt/prebuilt/android"
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fi
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{
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$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/openxr .so's into jniLibs =="
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# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
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# from $SCRATCH_GL4ES as part of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch); AGP's own native-build
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# packaging picks up its compiled libGL.so directly, without needing it
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# staged into jniLibs by this script.
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JNI_LIBS_DIR="$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/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 "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$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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