Commit Graph
120 Commits
Author SHA1 Message Date
bearstonemandClaude Opus 5 5aff8d336a feat(vr): stereo rendering and 6DoF head tracking through OpenXR
Runs on a Meta Quest 3 in stereo at the headset's native 1680x1760 per
eye, with the world tracking head movement in six degrees of freedom.

The session binds to the EGL context SDL already created rather than a
private one, so there is a single GL context and the renderer needs no
thread or context juggling. Each eye is rendered into an OpenXR swapchain
image by substituting the framebuffer the renderer treats as the screen,
which leaves the whole render path untouched. Exactly two eye passes per
frame; there is deliberately no third pass to produce a flat image.

The session and its swapchains belong to the GL context they were made
with, so they are torn down and rebuilt around the renderer restarts the
engine performs.

Menus, the loading screen and cinematics go on a quad layer fixed in the
room, placed once in front of wherever the player is facing. Drawing
screen space content into both eyes instead gives it no stereo disparity
while each eye still warps it through its own asymmetric frustum, and the
result cannot be fused. The panel is drawn into one persistent buffer
that is then copied into the swapchain image: a swapchain rotates through
several images, and the engine's 2D path expects the screen to still hold
what it drew last frame.

Head tracking:

- The per-eye asymmetric frustum from xrLocateViews feeds
  R_SetupProjection directly. A symmetric approximation misaligns the two
  images by a few degrees, which the eyes cannot fuse.
- The pose is applied in RE_RenderScene, so it follows every camera the
  game has - the player's, cutscenes, ladders, death animations - without
  each needing to know about VR.
- Orientation is carried as axes rather than pitch/yaw/roll, and composed
  with the game's heading as a rotation. Adding Euler angles only works
  while pitch and roll are near zero and turns every head movement into a
  twist once they are not.
- Position is measured from where the head was when tracking started, so
  the game keeps supplying eye height and the headset contributes only
  leaning, ducking and stepping. The initial heading is subtracted too,
  or the play space's arbitrary forward is added to the character's and
  the player spawns facing the wrong way.

The controllers point at the panel and click: the aim ray is intersected
with the quad and the hit becomes the engine's cursor position, so the
menus behave as they always did.

The renderer's own framebuffer objects stay off on Android. Each eye is
already a swapchain image, so routing through tr.renderFbo first would
cost a second full resolution pass and resolve per eye for nothing.

Known gaps: head orientation does not yet reach the player's view angles,
so the game does not know where the player is looking; and there is no
controller model or pointer ray.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 17:03:38 -07:00
bearstonemandClaude Opus 5 eea9112be9 feat(android): add Android platform support
Builds an APK for arm64-v8a, brought up on a Meta Quest 3 but not
specific to it. The engine reaches the main menu with retail data
side-loaded and renders through renderergl2 on an OpenGL ES 3.2 context.

Build system: a new cmake/platforms/android.cmake, driven by the NDK's
android.toolchain.cmake. renderergl1 is not built (it is fixed function
and would need a GL-over-GLES translation layer), the renderer is linked
into the client rather than dlopen'd, and SDL2 and OpenAL Soft are built
from source since neither ships an Android binary. OpenAL is not
optional here: it is the engine's only sound driver, so USE_OPENAL=OFF
does not build. Native libraries are staged per-ABI for gradle, which
packages them in misc/android.

Portability fixes for bionic:

- pthread_cancel does not exist; GameSpy's async DNS thread detaches
  instead.
- <execinfo.h> does not exist. sys_android_new.c walks the stack with
  _Unwind_Backtrace and resolves it through dladdr, writing straight to
  logcat. This matters because tombstoned does not reliably report a
  backtrace, leaving no account of where the engine died.
- librt does not exist; those symbols live in libc.
- libmumblelink.c needs shm_open and was being compiled even with
  USE_MUMBLE off. It now builds only when Mumble is enabled.

con_android.c sends the console to logcat and pumps stdout and stderr
there too, so output from the C library and from third party code is not
silently discarded.

The fatal signal handlers move ahead of Com_Init. Startup is exactly
when renderer and filesystem bring-up crash on a new platform, and a
fault there previously died with no backtrace at all.

Game modules ship inside the APK as libgame.so and libcgame.so and are
loaded off the linker's search path. Static linking is not an option:
cgame and fgame both compile q_shared, q_math and the script system, so
linking them into one binary collides. Android extracts only lib*.so
from an APK, hence DLL_PREFIX in q_platform.h.

Paths point at the app's external files directory, which is where the
user side-loads the game data and the only place the engine can write.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 15:19:30 -07:00
smallmodel 21a6e07180 fix(sys): use the binary's location as the default base path rather than the current directory
This is the default behavior in upstream (ioquake3).

This avoids issues with the current directory varying depending on how the program is launched (shortcut, services...) and improves portability when the binary is moved.

It doesn't require users to cd into a specific directory before launching.

The game directory can be overridden by setting `fs_basepath` variable.
2026-04-06 02:19:18 +02:00
smallmodel a21732ce3e chore(misc): update icon files
This updates/adds win32 icons for AA, SH and BT. This should fix corrupted icon on the taskbar.
2026-04-06 02:02:20 +02:00
Allen Cronce 55443336d8 Set the maximum file limit for POSIX systems
Resolves an issue where the macOS application's dylibs could not be
loaded because there were too many maps; on macOS the default maximum
number of open files is 256.
2026-01-20 21:46:44 +01:00
smallmodel 26508d26f0 docs: correctly annotate version changes in comments 2025-11-21 23:19:46 +01:00
Tim Angus cca1f28ce6 refactor(misc): reorganise misc directory 2025-11-11 16:12:49 +01:00
Tim Angus 06b1c0e879 Guard autoupdater more completely 2025-11-11 16:00:01 +01:00
Tim Angusandsmallmodel 2c9e500570 XDG home directory support
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-10-19 21:03:23 +02:00
Tim Angus cbb43b702e Use FS_CreatePath in Sys_ErrorDialog 2025-10-18 01:26:57 +02:00
Tim Angus dc50137f66 Render ANSI black text inverse (so that it is readable on black terminals) 2025-10-17 20:29:11 +02:00
Tim Angus fb741a9a0b Add Sys_OpenFolderInFileManager 2025-10-11 22:01:30 +02:00
Tim Angus 3886afec57 Move Sys_Exec within the file 2025-10-11 22:01:24 +02:00
Tim Angus ed6f279785 Fix macOS deprecated constants 2025-09-07 20:29:29 +02:00
Tim Angus 258c5f53f9 Wrap __attribute__s in macros 2025-09-07 20:19:05 +02:00
Tim Angus 6e57eb7d00 Fix various warnings 2025-09-07 19:45:51 +02:00
smallmodel c93d0f6975 Add standalone definition to avoid including steam/gog/msstore path 2025-09-04 23:40:30 +02:00
Tim Angusandsmallmodel e299031470 Reduce duplication in FS path search code
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-09-04 23:28:07 +02:00
smallmodel ecf70528a7 Move all C++ core classes to the corepp directory 2025-08-24 16:51:11 +02:00
Tim Angus 5136eb3856 Add DEFAULT_RELATIVE_BASEDIR
Sys_BinaryPathRelative takes a parameter which is path concatenated with
Sys_BinaryPath, and resolved to a canonical path. The intended use case
is to facilitate the situation where you want the game data directory to
exist outside the same directory in which the binary lives, but relative
to it. More specifically, if you want to distriute multiple binaries for
different architectures, in the same tree, this allows for a means of
having said binaries in architecture subdirectories, with a shared data
directory, e.g.:

  ioq3/x86/ioquake3.exe etc.
  ioq3/x86_64/ioquake3.exe etc.
  ioq3/baseq3/pak0.pk3 etc.

Here, when building you would define DEFAULT_RELATIVE_BASEDIR=".." by
appending it to the build system CFLAGS, and then the executables will
by default look in their parent directory for the data.
2025-08-23 23:30:58 +02:00
smallmodel f529358357 Move updatecheck variables to the update checker source file 2025-08-22 23:34:48 +02:00
Tim Angus fa047b7bf9 http -> https on URLs 2025-08-08 22:53:00 +02:00
smallmodelandTim Angus e556f58cc4 Reimplement CMake from upstream ioq3 (#781)
This reuse the CMake build system from ioq3, modified to make it work with the C++ code.

---------

Co-authored-by: Tim Angus <tim@ngus.net>
2025-08-08 01:03:07 +02:00
Pan7andsmallmodel 6d2d6e1429 Replace USE_LOCAL_HEADERS with USE_INTERNAL_*
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-08-01 23:02:06 +02:00
J.Ingram 88e41fd6e5 Call SHGetFolderPathA directly
Removing shfolder.h satisfies MSVC, and calling the function directly makes PFNSHGETFOLDERPATHA unnecessary.
2025-08-01 22:43:04 +02:00
J.Ingram 8336e48566 Use PFNGETFOLDERPATHA typedef
FARPROC is defined with an empty parameter list, which newer versions of GCC consider equivalent to (void). Compilation fails when qSHGetFolderPath gets called with arguments.
2025-07-17 21:00:52 +02:00
smallmodel 89a748673c Catch all exceptions when parsing json 2025-06-17 21:45:21 +02:00
smallmodel 099a67f1fd Make cURL loosely coupled (#739)
This makes it so the project doesn't link against the library. The project must be able to run without the presence of the library.
2025-06-07 20:36:15 +02:00
smallmodel da9979f887 Remove the architecture suffix from binary names
- Avoids conflicts with third-party DLLs (like SDL, OpenAL) which have no suffix.
- Easier to build an installer and document.
- More clarity as the architecture is already indicated in the archive name.
- Simplifies launchers & automation (no need to guess the architecture).
- The architecture is still visible when typing `version` in the console or when the executable starts
2025-05-13 20:44:35 +02:00
smallmodel 49fd4acef8 Wrap WriteCallback around HAS_LIBCURL define 2025-03-17 11:50:41 +01:00
smallmodel e6f5d76abe Set the appropriate headers to use API versioning 2025-03-13 23:42:50 +01:00
smallmodel fecd1eb505 Preallocate and set the maximum buffer size to receive the request 2025-03-13 23:37:20 +01:00
smallmodel 9536a8ec64 Specify a small timeout for each request 2025-03-13 22:41:01 +01:00
smallmodel 06a12246f5 Notify the request thread of shutdown only if it's waiting
This avoids a deadlock that would occur if notify_all() is called before the thread is waiting
2025-03-13 22:37:21 +01:00
smallmodel 456b660b2a Improve the update checker so it can be opt-out (#696)
* Add a cvar to enable/disable update checking

* Refactor update checker

This splits the thread part from the main part to clarify the code

* Move and update the configuration documentation, for a more general approach
2025-03-13 21:09:42 +01:00
smallmodel c854df8ffa Don't start the update thread if it shouldn't be active or if the network doesn't work 2025-03-12 23:58:24 +01:00
smallmodel 22a34d8d68 Fix compile error when libcurl is not installed 2025-03-12 23:18:11 +01:00
smallmodel 79af8a46d1 Increase update thread sleep time
This prevents wasting time in scheduling the thread
2025-03-11 23:57:40 +01:00
smallmodel 4fe11b5ea9 Always return false for CheckNewVersion() if libcurl is not used 2025-03-11 23:37:34 +01:00
smallmodel 7a20bb4deb Add a new method that return version numbers 2025-03-11 23:32:18 +01:00
smallmodel 58f7e6f1fe Use cURL instead of cpp-httplib 2025-03-05 23:40:05 +01:00
smallmodel 01381ed084 Add HTTP support and update checking 2025-02-24 02:20:31 +01:00
ysdragon 833408c663 Don't link against rt for musl and *BSD platforms 2025-02-08 04:03:24 +02:00
smallmodel f22ea9eb21 Link against rt 2025-01-11 23:50:33 +01:00
smallmodel ec95b6bfbe Fix localization not working properly 2025-01-08 22:52:47 +01:00
smallmodel 6a31381c8e Format localization source files 2025-01-08 21:26:41 +01:00
smallmodel 7f8bcf8075 Don't read localization.txt file twice 2025-01-08 21:07:13 +01:00
smallmodel b84a47ad3f Localization files should be sorted case-insensitive 2025-01-08 21:04:09 +01:00
ysdragon 2ec2ef8bbf Update sys CMake configuration to link execinfo for BSD variants 2025-01-08 11:27:09 +02:00
smallmodel 387ccd5cc3 Bump the minimum CMake version to 3.12 2024-11-30 00:36:33 +01:00