Commit Graph
30 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
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
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 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 258c5f53f9 Wrap __attribute__s in macros 2025-09-07 20:19:05 +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
Tim Angus fa047b7bf9 http -> https on URLs 2025-08-08 22:53:00 +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
smallmodel 01381ed084 Add HTTP support and update checking 2025-02-24 02:20:31 +01:00
smallmodel 2ce8450a7e Use fprintf to stderr 2024-11-21 01:14:08 +01:00
smallmodel 58d8a73269 Don't abort() on interrupt or on program termination 2024-11-20 12:46:04 +01:00
smallmodel c788d57c52 Use abort() rather than doing a segfault 2024-11-19 23:15:01 +01:00
smallmodel 01dfbcdbfe Properly print the backtrace and generate a core dump on both Windows/Unix 2024-11-19 21:45:49 +01:00
pryon 92190220aa Implement clipboard functionality 2024-09-21 19:32:23 +02:00
smallmodel 205709271b Add fixes from upstream ioq3 2024-09-19 19:24:31 +02:00
smallmodel c901bcf321 Call Sys_PrintBackTrace() directly from Sys_SigHandler() 2023-09-01 22:53:08 +02:00
Zack Middleton 570e53d9fb Fix macOS client/server failing to start from terminal
The macOS client and server were completely unusable when run from a
terminal. They blocked forever in `[NSApp run];` which was called by
Sys_InitProtocolHandler(). `applicationDidFinishLaunching` was never
called to exit the NSApp run loop.

Use SDL's SDL_DROPFILE event to receive URLs to handle on macOS instead.
This also handles URLs while the game is running (connect to new server)
instead of nothing happening when clicking a link while the game is
running.
2023-06-17 02:19:29 +02:00
OM 6b1da4af57 Removed "quotes" in command-line... 2023-05-29 01:32:40 +02:00
OM ca3340b158 ioquake3 porting 2023-05-24 19:29:36 +02:00
L 5a87b21efc Fixed all compilation errors 2023-05-08 00:02:31 +02:00
L b9bab148ee Added "-dbg" suffix for debug builds 2023-02-05 14:15:24 +01:00
L ca203c1cd9 Initialize localization 2023-02-03 00:15:16 +01:00
L 08f151c665 Fixed ARM compilation 2023-02-01 22:45:04 +01:00
L d4faf0c0e0 Fixed compilation errors on Unix 2023-02-01 00:28:40 +01:00
L dc36511b5a Updated platform files to ioq3 codebase 2023-01-31 00:54:21 +01:00
L 3700daa2d7 Game version improvement 2023-01-29 22:58:23 +01:00
Ley0k 09bed43f97 Hard reset 2016-03-27 11:49:47 +02:00