Fix GL viewport sizing and ship a real playable default table
The OpenGL back-buffer render target was created with the window's logical/CSS size instead of its device-pixel size, so on any browser tab with devicePixelRatio != 1 the GL viewport only covered a fraction of the canvas's actual backing buffer (rendering anchored bottom-left, matching GL's viewport origin) - confirmed against a live repro and fixed to match the convention already used by the BGFX backend elsewhere in the same file. Also swap the bundled default table from test000-default-table.vpx (upstream's rendering/component regression-test fixture, which has no gameplay script) to exampleTable.vpx - a genuine playable demo table with working flippers, slingshots, bumpers, targets and a plunger - confirmed keyboard input and audio now work end-to-end through it. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -1,5 +1,5 @@
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diff --git a/CMakeLists.txt b/CMakeLists.txt
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index 1fcf242..bc8f7ff 100644
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index 1fcf242..745b91b 100644
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--- a/CMakeLists.txt
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+++ b/CMakeLists.txt
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@@ -50,6 +50,7 @@ set(_vpx_valid_combos
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@@ -10,7 +10,7 @@ index 1fcf242..bc8f7ff 100644
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DX9-windows)
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if(NOT "${RENDERER}-${PLATFORM}" IN_LIST _vpx_valid_combos)
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string(REPLACE ";" "\n " _vpx_available "${_vpx_valid_combos}")
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@@ -784,6 +785,124 @@ elseif(PLATFORM STREQUAL "linux")
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@@ -784,6 +785,141 @@ elseif(PLATFORM STREQUAL "linux")
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endif()
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endif()
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@@ -109,9 +109,26 @@ index 1fcf242..bc8f7ff 100644
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+ # staged directories must exist *before* linking, not after.
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+ add_custom_command(TARGET vpinball PRE_LINK
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+ COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_SOURCE_DIR}/src/assets" "${RESOURCES_DIR}/assets"
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+ # vpinball-wasm: exclude editor-only content never read by the
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+ # __STANDALONE__ player runtime (native "File > New" templates and
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+ # mobile-app onboarding screens, and a bundled Monaco code editor for
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+ # remote script editing) - this is ~52MB of the ~54MB raw src/assets
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+ # payload, cut here rather than preloaded and never used.
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+ COMMAND "${CMAKE_COMMAND}" -E rm -f
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+ "${RESOURCES_DIR}/assets/exampleTable.vpx"
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+ "${RESOURCES_DIR}/assets/blankTable.vpx"
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+ "${RESOURCES_DIR}/assets/lightSeqTable.vpx"
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+ "${RESOURCES_DIR}/assets/strippedTable.vpx"
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+ COMMAND "${CMAKE_COMMAND}" -E rm -rf "${RESOURCES_DIR}/assets/web"
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+ COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_SOURCE_DIR}/scripts" "${RESOURCES_DIR}/scripts"
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+ COMMAND "${CMAKE_COMMAND}" -E make_directory "${RESOURCES_DIR}/tables"
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+ COMMAND "${CMAKE_COMMAND}" -E copy "${CMAKE_SOURCE_DIR}/tests/assets/test000-default-table.vpx" "${RESOURCES_DIR}/tables/default.vpx"
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+ # exampleTable.vpx (not test000-default-table.vpx, which is upstream's
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+ # rendering/component regression-test fixture with no gameplay script)
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+ # is a genuine playable demo table - it has real LeftFlipper/RightFlipper
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+ # Animate/Collide subs, Table1_KeyDown/KeyUp, slingshots, bumpers,
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+ # targets, a plunger and drain detection - the right default for a
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+ # public-facing demo.
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+ COMMAND "${CMAKE_COMMAND}" -E copy "${CMAKE_SOURCE_DIR}/src/assets/exampleTable.vpx" "${RESOURCES_DIR}/tables/default.vpx"
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+ COMMAND "${CMAKE_COMMAND}" -E make_directory "${SHADER_DIR}"
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+ )
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+ foreach(_shader IN LISTS VPX_GL_SHADERS)
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@@ -135,7 +152,7 @@ index 1fcf242..bc8f7ff 100644
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# iOS and Android libvpinball build
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elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM STREQUAL "android")
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@@ -957,4 +1076,9 @@ elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM
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@@ -957,4 +1093,9 @@ elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM
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endif()
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@@ -1,8 +1,21 @@
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diff --git a/src/renderer/RenderDevice.cpp b/src/renderer/RenderDevice.cpp
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index 1fedf4e..3ccc87f 100644
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index 1fedf4e..6927546 100644
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--- a/src/renderer/RenderDevice.cpp
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+++ b/src/renderer/RenderDevice.cpp
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@@ -2168,10 +2168,19 @@ void RenderDevice::WaitForVSync(const bool asynchronous)
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@@ -1501,7 +1501,11 @@ RenderDevice::RenderDevice(
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SetRenderState(RenderState::ZFUNC, RenderState::Z_LESSEQUAL);
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// Retrieve a reference to the back buffer.
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- wnd->SetBackBuffer(new RenderTarget(this, SurfaceType::RT_DEFAULT, wnd->GetWidth(), wnd->GetHeight(), back_buffer_format));
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+ // vpinball-wasm: use pixel (device) size, not logical/CSS size - on Emscripten
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+ // these differ by devicePixelRatio, and the GL viewport (RenderTarget.cpp's
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+ // glViewport(0, 0, m_width, m_height)) must match the canvas's actual backing
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+ // buffer or rendering only fills a fraction of it, anchored bottom-left.
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+ wnd->SetBackBuffer(new RenderTarget(this, SurfaceType::RT_DEFAULT, wnd->GetPixelWidth(), wnd->GetPixelHeight(), back_buffer_format));
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#elif defined(ENABLE_DX9)
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///////////////////////////////////
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@@ -2168,10 +2172,19 @@ void RenderDevice::WaitForVSync(const bool asynchronous)
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m_vsyncCount++;
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m_presentTimestampReference = usec();
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};
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