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).
383 lines
20 KiB
Markdown
383 lines
20 KiB
Markdown
# Questshock
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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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## 1. 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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## 2. Layout
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- `engine/` - a vendored snapshot of the Shockolate engine source. Built
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via Docker; see "4. Desktop build" below.
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- `build-image/` - the Dockerfile (and supporting scripts) for the engine
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build environment. Every third-party dependency the engine needs to
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compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI
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soundfont) is fetched and built once into this image - compiling
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`engine/` itself needs no network access.
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- `build-image.sh` / `run-image.sh` / `upload-image.sh` - build the image,
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run it to compile the engine, and push it to a registry, respectively.
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- `res/assets/` - where you place your own purchased copy of the game (see
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"3. Game assets" below); `res/assets/extract_assets.sh` extracts it into
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`ss_ee/`.
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- `res/run.sh` - the launcher script, copied into `dist/` on build.
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- `Makefile` - targets:
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- `all` (default) - alias for `dist`.
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- `build-image` - builds the Docker build-image (`./build-image.sh`).
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Only needed once, or after `build-image/` changes.
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- `engine` - compiles `engine/` (the vendored Shockolate snapshot) via
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the build-image, offline. Always re-run by the targets below, so
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`dist`/`package`/`apk` stay in sync with the current `engine/` source.
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- `assets` - preflight check only: fails with a pointer to
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`res/assets/extract_assets.sh` if the purchased game assets (see "3.
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Game assets" below) haven't been extracted yet.
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- `dist` - assembles `dist/`, a self-contained runnable copy of the
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game, out of the compiled engine and the extracted assets (depends on
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`engine` + `assets`). See "4. Desktop build" below.
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- `package` - builds a versioned, redistributable
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`dist/shockolate-<version>-linux-<arch>.tar.gz` that omits the
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proprietary game assets (ships `res/GET_ASSETS.txt` in their place).
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See "4.1. Packaging a distributable build" below.
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- `apk` - builds `dist/questshock-<version>-android-arm64.apk` for
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Android-based OpenXR headsets. Unlike every other target, this needs
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network access at build time (Gradle/AGP's own dependency
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resolution). See "5. Android / Quest build" below.
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- `clean` - removes all build output (`dist/`, `build/`, compiled
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engine artifacts, and the staged Android project files).
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- `android/` - the Quest app (Java `SDLActivity` glue, Gradle project).
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`android/engine-patches/` holds the patches needed to build `engine/`
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as an Android shared library instead of a desktop executable - applied
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to a scratch copy at build time; `engine/` itself is never modified.
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`android/gl4es-src/` similarly vendors GL4ES (see "6. License" below), with
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`android/gl4es-patches/` applied to a scratch copy at build time (same
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as `engine/`) and compiled from source alongside it, not prebuilt. See
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"5. Android / Quest build" below for what each patch does.
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## 3. Game assets
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System Shock's game data is not included in this repository and cannot
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be redistributed - you need to own a copy. Buy **System Shock: Enhanced
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Edition** on [gog.com](https://www.gog.com/), download the offline
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installer (a `.exe`), and drop it into `res/assets/`. Then run
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`res/assets/extract_assets.sh`, which pulls the classic game's data and
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sound files out of the installer (it's an Inno Setup package; the actual
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game data lives inside it in a zip-format `sshock.kpf`) into
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`res/assets/ss_ee/`. That script needs `innoextract` and `unzip`; if
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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. This one copy of
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game assets feeds both the desktop build and the Android/Quest build
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below.
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## 4. Desktop build
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Builds and runs Questshock natively on Linux (your dev machine, or any
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Linux box) - useful for local development and testing without a VR
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headset at all. For the VR-headset build, see "5. Android / Quest build"
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below instead.
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```sh
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# 1. Build the engine build-image (once, or after build-image/ changes)
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./build-image.sh
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# 2. Get your own copy of the game data (see "3. Game assets" above), then:
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res/assets/extract_assets.sh
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# 3. Compile the engine and assemble dist/
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make dist
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# 4. Play
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dist/run.sh
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```
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`make dist` always recompiles the engine from the current `engine/`
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source (via `run-image.sh`), so a fresh build-image plus a re-run of
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`make dist` is all that's needed after pulling engine changes.
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### 4.1. Packaging a distributable build
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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. `make apk` (see
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"5. Android / Quest build" below) is versioned identically, via the same
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`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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extra setup is needed in CI beyond the image itself), and publishes the
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resulting tarball to dl.ladkau.de.
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## 5. Android / Quest build
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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`) that
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can be sideloaded onto any Android-based VR headset with OpenXR support
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(Meta Quest, Pico, etc. - see "1. Design principles" above), not just one
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vendor's store. The game's own rendering is unchanged (still a flat, 2D
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render, no stereo 3D scene), but instead of running as a Home-hosted 2D
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panel it's now shown as a single head-tracked quad floating in front of
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the viewer in an otherwise empty space. There's no controller-driven
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interaction yet (that's ongoing work - a laser-pointer-driven menu and
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on-screen keyboard); for now, play with a Bluetooth mouse/keyboard
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connected to the headset same as before. (Only tested on Meta Quest so
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far - the steps below use Quest-specific tool names where relevant, but
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the same `adb install` flow applies to any Android headset with USB
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debugging enabled.)
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### 5.1. Installing and playing
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1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
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install`).
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2. Launch it once. It'll ask for storage permission, then create
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`/sdcard/questshock/` and extract its own bundled files (shaders, a
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default MIDI soundfont) there - `res/data/` and `res/sound/` are
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deliberately left missing, since that's the proprietary game data.
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3. With the headset connected to a PC, use SideQuest's file browser (or
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any MTP file manager) to copy your own `res/data/` and `res/sound/`
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(see `/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in step 2,
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for exactly what's needed and where it comes from) into
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`/sdcard/questshock/res/`.
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4. Launch it again.
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### 5.2. 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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```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 (scratch, patched copies
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of `engine/` and `android/gl4es-src/`; the Android
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SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts; bundled assets) - the
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same as `build-apk.sh`'s own prep step - except it writes
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`android/engine.properties` with paths that resolve on your host
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filesystem, and additionally exports the prebuilt libraries (otherwise
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only present inside the image, at `/opt/prebuilt/android`) to
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`build/android-prebuilt/` so they're visible outside the container too.
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gl4es itself is compiled from its scratch copy as part of Android
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Studio's own native build (a CMake subdirectory of `engine/`'s build, not
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a separate prebuilt step), so `android/gl4es-src/`/`android/gl4es-patches/`
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changes are picked up by a normal rebuild here - no need to re-run
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`./build-image.sh` first, unlike `build-image/Dockerfile` changes. Re-run
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this script whenever `engine/`, `android/engine-patches/`,
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`android/gl4es-src/`, `android/gl4es-patches/`, or the prebuilt-library
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versions in `build-image/Dockerfile` change (the Gradle build already
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does this automatically for you via its `stageEngine` task, so this
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manual re-run is mainly useful for confirming staging succeeded on its
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own).
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Then, in Android Studio, use File > Open and select the `android/`
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directory itself (the one containing `settings.gradle` - not the repo
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root, and not `android/app/`) to open it as a project (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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### 5.3. Testing cycles in Android Studio
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Once the project above is open, iterating against a real headset works
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the same as any other Android Studio project:
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1. Enable Developer Mode on the headset (via its companion phone app -
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for Quest, the Meta Horizon app's Devices/Developer Mode toggle) and
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turn on USB debugging once prompted. Connect the headset to your
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development machine with a USB cable (Wi-Fi debugging via `adb
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connect` works too, once paired once over USB).
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2. Confirm it's visible with `adb devices` - it should also show up in
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Android Studio's device dropdown.
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3. Press Run (or Debug, to attach breakpoints in both Java and, via
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Android Studio's "Dual"/"Native" debugger, the C code under
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`android/app/src/main/cpp/` and the staged `engine/` sources) -
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Android Studio builds, installs, and launches the app on the headset
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directly. No manual `adb install` or SideQuest step needed for this
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loop.
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4. `/sdcard/questshock/` (game assets, extracted shaders/soundfont)
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persists across reinstalls from Android Studio, so this loop doesn't
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require re-copying `res/data/`/`res/sound/` on every iteration - only
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a full uninstall or wiping that directory clears it.
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5. Use Android Studio's Logcat pane to watch output live; both the Java
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side and the engine's own logging (see
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`android/engine-patches/08-android-logcat-output.patch`) are tagged
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`QuestShock`, so filtering Logcat by that tag shows everything
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questshock-specific without gl4es/OpenXR loader/system noise (drop
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the filter to see those too).
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6. Only re-run `prepare-android-project.sh` manually (see above) after
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changing `engine/`, `android/engine-patches/`, `android/gl4es-src/`,
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`android/gl4es-patches/`, or the prebuilt-library versions in
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`build-image/Dockerfile` - the Gradle build's `stageEngine` task does
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this automatically otherwise, so plain Java/C++ edits under
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`android/app/src/main/` just need another Run/Debug press.
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### 5.4. Engine/gl4es patch reference
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`android/engine-patches/` (applied to a scratch copy of `engine/`) and
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`android/gl4es-patches/` (applied to a scratch copy of `android/gl4es-src/`)
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are both plain, numbered patch files applied in order at build time -
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`engine/` and `android/gl4es-src/` themselves are never modified. What
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each one does:
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`android/engine-patches/`:
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- **`01-android-shared-lib.patch`** - Android has no standalone
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executables (Java loads a shared library via JNI), so this builds
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`CMakeLists.txt`'s `main` target as a `SHARED` library on Android
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instead of the desktop `systemshock` executable, folding in the
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Android-native glue sources (`ANDROID_EXTRA_SOURCES`).
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- **`02-android-opengl-es.patch`** - replaces the desktop
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`find_package(OpenGL)` with `add_subdirectory()`-building gl4es from
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source (translates the engine's desktop GL calls to GLES/EGL), so it
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rebuilds incrementally alongside the engine instead of needing a full
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build-image rebuild per gl4es change.
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- **`03-android-gles-context.patch`** - requests a GLES 3.2 context
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instead of a desktop GL core profile (Quest's Adreno GPU supports it,
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and 3.2 has `GL_UNPACK_ROW_LENGTH`/`GL_CLAMP_TO_BORDER` as core,
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avoiding workarounds needed on GLES 2.0).
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- **`04-android-opengl-es-render.patch`** - swaps a few gl4es rough edges
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(its shader-rewrite-based `glPointSize`/alpha-test/point-sprite
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emulation) for real GLES-native equivalents: a custom `pointSize`
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uniform, a shader-side alpha discard, and native point-sprite
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rasterization.
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- **`05-android-audio-driver.patch`** - forces SDL2's older OpenSL ES
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audio backend instead of AAudio, because AAudio only allows one open
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playback device and the engine opens two (cutscene audio plus
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`Mix_OpenAudio` for SFX/MIDI).
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- **`06-android-resize-event.patch`** - makes the engine react to
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`SDL_WINDOWEVENT_RESIZED`, not just `SIZE_CHANGED`, since Android's SDL
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backend only ever sends the former for surface-driven resizes.
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- **`07-android-logcat-link.patch`** - links Android's `log` library.
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- **`08-android-logcat-output.patch`** - routes the engine's own `log.c`
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(INFO/DEBUG/WARN/ERROR) through `__android_log_vprint` so it reaches
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logcat, instead of stdio (which Android never captures).
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- **`09-android-no-window-resize.patch`** - skips the desktop-only
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`SDL_SetWindowFullscreen`/`SetWindowSize`/`SetWindowPosition` calls on
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Android, since there's no real desktop-style window to resize and
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calling them desyncs SDL's cached window size from the real surface.
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- **`10-android-openxr-cmake.patch`** - wires up the OpenXR loader plus
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EGL as link/include dependencies for the CMake build.
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- **`11-android-openxr-present.patch`** - the core OpenXR present-path
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hook: redirects `SDLDraw()`/`opengl_swap_and_restore()` to submit into
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the XR swapchain (via `xr_frame_begin()`/`xr_frame_end()`) instead of
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the normal window, for both the GL-rendered 3D path and the plain
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software-composited path (splash screen/cutscenes/menus).
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`android/gl4es-patches/`:
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- **`01-android-cmake-subdirectory.patch`** - since gl4es is now
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`add_subdirectory()`'d straight into the engine's own CMake configure
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(via `engine-patches/02` above) rather than built standalone, this
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skips gl4es's desktop-style output-directory/`link_directories()` setup
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and its `libGL.so.1` SONAME versioning on Android, since AGP's native
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packaging needs a plain `libGL.so` and CMake's own default naming
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already produces that correctly.
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### 5.5. Debugging notes
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#### 5.5.1. The menu quad rendering the game instead of itself
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While building the OpenXR menu (`android/app/src/main/cpp/xr_menu.c`,
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`MenuOverlay.java`), the menu's composition-layer quad consistently showed
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the game's own live rendering instead of the menu's content, even though
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every diagnostic (FBO bindings, swapchain/layer submission, texture
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upload, viewport/scissor state) checked out correct in isolation.
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**Root cause:** the menu's blit was a normal `glDrawArrays` call routed
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through gl4es (the GLES/EGL translation layer the engine's desktop-style
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OpenGL calls go through on Quest). gl4es's fixed-pipeline emulation
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(`fpe.c`) decides whether to substitute its own generated shader for
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whatever program is bound by checking `fpe_IsEmpty()` - an all-zero-bytes
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check over its internal fixed-function state struct. But
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`fpe_ReleventState()` unconditionally sets one field of that struct,
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`alphafunc`, to a nonzero sentinel (`FPE_ALWAYS`) whenever alpha testing
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is disabled - which is true for essentially every draw call in this
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codebase. That means `fpe_IsEmpty()` could basically never be true, so
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gl4es was *always* substituting its own shader (reproducing the game's
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last-used texture/fixed-function state) for the menu's draw call,
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regardless of which program, textures, or GL state the menu code set up
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around it.
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**Fix:** stop routing the menu's blit through gl4es's draw pipeline
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entirely. It's now a real (non-gl4es) GLES3 `glBlitFramebuffer()` - a
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pure hardware pixel copy with no shader/program/vertex-array stage at
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all - copying directly from the menu's own offscreen texture into the
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swapchain image. With no draw call and no shader involved, gl4es's `fpe.c`
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has nothing to intercept.
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Two earlier, more plausible-looking theories were investigated and ruled
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out first: forcing the real (non-gl4es-shadowed) GL program to bind
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(`real_glUseProgram`), and disabling `GL_TEXTURE_2D` on every texture
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unit around the draw (an earlier, incomplete read of the `fpe_IsEmpty()`
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condition). Both were red herrings - neither touches the `alphafunc`
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field that was actually keeping the substitution permanently active.
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Finding this took about a week of calendar time (2026-07-26 to
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2026-08-01) spread across several sessions, mostly because each
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hypothesis required a full edit-rebuild-deploy-retest cycle on real Quest
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hardware to falsify (there's no way to reproduce gl4es's Android-only
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codepath on desktop). Most of that time went into working through gl4es
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itself - which is not this project's code - since the bug's actual
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trigger (a single always-nonzero struct field) sits well below the
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project's own layer boundary and doesn't show up in any of the local GL
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state that the menu's own code controls.
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## 6. License
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The original tooling in this repository (the Docker build image, build
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scripts, Makefile, asset extraction script, and the Quest app in
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`android/` - aside from `org/libsdl/app/`, see below) is licensed under
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the [MIT License](LICENSE).
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`android/app/src/main/java/org/libsdl/app/` is copied from
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[SDL2](https://www.libsdl.org/)'s own android-project template and is
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zlib-licensed, same as SDL2 itself.
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The Android build also bundles [GL4ES](https://github.com/ptitSeb/gl4es)
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(`lib/arm64-v8a/libGL.so` in the APK, compiled at APK build time from the
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vendored snapshot in `android/gl4es-src/`, patched via
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`android/gl4es-patches/` the same way `engine/` is - see below), which
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translates the engine's desktop-style OpenGL calls into GLES/EGL and is
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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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The vendored engine snapshot in `engine/` is
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|
[Shockolate](https://github.com/Interrupt/systemshock), which is licensed
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|
under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
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|
and is *not* relicensed by this project's MIT license. Any build or
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|
distribution of the compiled engine must comply with the GPLv3.
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The game assets extracted into `res/assets/ss_ee/` are proprietary,
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|
copyrighted game data owned by their respective rightsholders - they are
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|
never committed to this repository (see `.gitignore`) and must be
|
|
supplied by each user from their own legitimate purchase.
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|
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`NOTICE.txt` at the repository root summarizes the above and is bundled
|
|
into the release tarball by `make package` (see "4.1. Packaging a
|
|
distributable build" above) - keep the two in sync.
|