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>
This commit is contained in:
2026-08-22 17:56:51 +02:00
co-authored by Claude Sonnet 5
parent 487ca40a44
commit 7c63f01527
3 changed files with 38 additions and 8 deletions
@@ -1,5 +1,5 @@
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1fcf242..bc8f7ff 100644
index 1fcf242..745b91b 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -50,6 +50,7 @@ set(_vpx_valid_combos
@@ -10,7 +10,7 @@ index 1fcf242..bc8f7ff 100644
DX9-windows)
if(NOT "${RENDERER}-${PLATFORM}" IN_LIST _vpx_valid_combos)
string(REPLACE ";" "\n " _vpx_available "${_vpx_valid_combos}")
@@ -784,6 +785,124 @@ elseif(PLATFORM STREQUAL "linux")
@@ -784,6 +785,141 @@ elseif(PLATFORM STREQUAL "linux")
endif()
endif()
@@ -109,9 +109,26 @@ index 1fcf242..bc8f7ff 100644
+ # staged directories must exist *before* linking, not after.
+ add_custom_command(TARGET vpinball PRE_LINK
+ COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_SOURCE_DIR}/src/assets" "${RESOURCES_DIR}/assets"
+ # vpinball-wasm: exclude editor-only content never read by the
+ # __STANDALONE__ player runtime (native "File > New" templates and
+ # mobile-app onboarding screens, and a bundled Monaco code editor for
+ # remote script editing) - this is ~52MB of the ~54MB raw src/assets
+ # payload, cut here rather than preloaded and never used.
+ COMMAND "${CMAKE_COMMAND}" -E rm -f
+ "${RESOURCES_DIR}/assets/exampleTable.vpx"
+ "${RESOURCES_DIR}/assets/blankTable.vpx"
+ "${RESOURCES_DIR}/assets/lightSeqTable.vpx"
+ "${RESOURCES_DIR}/assets/strippedTable.vpx"
+ COMMAND "${CMAKE_COMMAND}" -E rm -rf "${RESOURCES_DIR}/assets/web"
+ COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_SOURCE_DIR}/scripts" "${RESOURCES_DIR}/scripts"
+ COMMAND "${CMAKE_COMMAND}" -E make_directory "${RESOURCES_DIR}/tables"
+ COMMAND "${CMAKE_COMMAND}" -E copy "${CMAKE_SOURCE_DIR}/tests/assets/test000-default-table.vpx" "${RESOURCES_DIR}/tables/default.vpx"
+ # exampleTable.vpx (not test000-default-table.vpx, which is upstream's
+ # rendering/component regression-test fixture with no gameplay script)
+ # is a genuine playable demo table - it has real LeftFlipper/RightFlipper
+ # Animate/Collide subs, Table1_KeyDown/KeyUp, slingshots, bumpers,
+ # targets, a plunger and drain detection - the right default for a
+ # public-facing demo.
+ COMMAND "${CMAKE_COMMAND}" -E copy "${CMAKE_SOURCE_DIR}/src/assets/exampleTable.vpx" "${RESOURCES_DIR}/tables/default.vpx"
+ COMMAND "${CMAKE_COMMAND}" -E make_directory "${SHADER_DIR}"
+ )
+ foreach(_shader IN LISTS VPX_GL_SHADERS)
@@ -135,7 +152,7 @@ index 1fcf242..bc8f7ff 100644
# iOS and Android libvpinball build
elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM STREQUAL "android")
@@ -957,4 +1076,9 @@ elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM
@@ -957,4 +1093,9 @@ elseif(PLATFORM STREQUAL "ios" OR PLATFORM STREQUAL "ios-simulator" OR PLATFORM
endif()