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vpinball-wasm/scripts/build.sh
T
valknarandClaude Sonnet 5 7c63f01527 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>
2026-08-22 17:56:51 +02:00

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#!/usr/bin/env bash
# Configures and builds vpinball itself for the new GL-emscripten CMake
# target, producing dist/vpinball.{js,wasm}.
#
# Requires: scripts/setup.sh and scripts/build-deps.sh have already run.
set -euo pipefail
ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
source "$ROOT_DIR/scripts/versions.sh"
VPINBALL_DIR="$ROOT_DIR/vendor/vpinball"
DEPS_DIR="$ROOT_DIR/build/deps-wasm32"
BUILD_DIR="$ROOT_DIR/build/vpinball-wasm"
DIST_DIR="$ROOT_DIR/dist"
BUILD_TYPE="Release"
if [ "${1:-}" = "--debug" ]; then
BUILD_TYPE="Debug"
fi
if [ ! -d "$VPINBALL_DIR" ]; then
echo "ERROR: vendor/vpinball missing. Run scripts/setup.sh first." >&2
exit 1
fi
if [ ! -d "$DEPS_DIR/lib" ] || [ -z "$(ls -A "$DEPS_DIR/lib" 2>/dev/null)" ]; then
echo "ERROR: build/deps-wasm32 missing/empty. Run scripts/build-deps.sh first." >&2
exit 1
fi
if ! command -v emcc >/dev/null 2>&1; then
echo "ERROR: emcc not on PATH. Run: source $ROOT_DIR/emsdk/emsdk_env.sh" >&2
exit 1
fi
NUM_PROCS="$(nproc 2>/dev/null || sysctl -n hw.ncpu 2>/dev/null || echo 4)"
EMSCRIPTEN_LINK_FLAGS=(
-sUSE_WEBGL2=1
-sFULL_ES3=1
-sMIN_WEBGL_VERSION=2
-sMAX_WEBGL_VERSION=2
-sALLOW_MEMORY_GROWTH=1
-sMODULARIZE=1
-sEXPORT_ES6=1
-sEXPORT_NAME=VPinballModule
-sENVIRONMENT=web
-sEXPORTED_RUNTIME_METHODS=FS,ccall,cwrap
-sFORCE_FILESYSTEM=1
-sEXPORTED_FUNCTIONS=_main,_vpinball_wasm_start,_vpinball_wasm_stop,_vpinball_wasm_dispose,_vpinball_wasm_eval_script
-sEXIT_RUNTIME=0
--use-preload-cache
)
if [ "$BUILD_TYPE" = "Debug" ]; then
EMSCRIPTEN_LINK_FLAGS+=(-sASSERTIONS=1 -O0)
else
# CMAKE_BUILD_TYPE=Release only optimizes the compile step; emcc's link
# step needs its own -O level to actually run wasm-opt/dead-code
# elimination. NOTE: --closure 1 was tried here but strips FS.writeFile/
# readFile/mkdir (the FS convenience wrappers EXPORTED_RUNTIME_METHODS=FS
# is supposed to guarantee) down to just low-level node ops - dropped
# until that's root-caused, since a smaller JS glue isn't worth a broken
# runtime table-loading API.
EMSCRIPTEN_LINK_FLAGS+=(-O2)
fi
emcmake cmake \
-S "$VPINBALL_DIR" \
-B "$BUILD_DIR" \
-DRENDERER=GL \
-DPLATFORM=emscripten \
-DARCH=wasm32 \
-DCMAKE_BUILD_TYPE="$BUILD_TYPE" \
-DVPINBALL_WASM_DEPS_DIR="$DEPS_DIR" \
-DCMAKE_EXE_LINKER_FLAGS="${EMSCRIPTEN_LINK_FLAGS[*]}"
cmake --build "$BUILD_DIR" -- -j"$NUM_PROCS"
mkdir -p "$DIST_DIR"
cp "$BUILD_DIR"/vpinball.js "$DIST_DIR/" 2>/dev/null || true
cp "$BUILD_DIR"/vpinball.wasm "$DIST_DIR/" 2>/dev/null || true
cp "$BUILD_DIR"/vpinball.data "$DIST_DIR/" 2>/dev/null || true
mkdir -p "$ROOT_DIR/package/assets"
cp "$VPINBALL_DIR/src/assets/exampleTable.vpx" "$ROOT_DIR/package/assets/default.vpx" 2>/dev/null || true
echo ""
echo "== build.sh complete =="
ls -la "$DIST_DIR"