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port: match rendering resolution to window resolution, but keep 4:3 for now
16:9 requires some work
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+11
-3
+11
-3
@@ -2555,11 +2555,19 @@ extern "C" void gfx_start_frame(void) {
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gfx_wapi->get_dimensions(&gfx_current_window_dimensions.width, &gfx_current_window_dimensions.height,
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&gfx_current_window_position_x, &gfx_current_window_position_y);
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if (gfx_current_dimensions.height == 0) {
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if (gfx_current_window_dimensions.height == 0) {
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// Avoid division by zero
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gfx_current_dimensions.height = 1;
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gfx_current_window_dimensions.height = 1;
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}
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gfx_current_dimensions.aspect_ratio = (float)gfx_current_dimensions.width / (float)gfx_current_dimensions.height;
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// for now ensure that the game renders in a centered 4:3 window
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// proper 16:9 support requires some fixes, namely the sky, fullscreen fades and room culling
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gfx_current_dimensions.aspect_ratio = 4.0f / 3.0f;
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gfx_current_dimensions.height = gfx_current_window_dimensions.height;
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gfx_current_dimensions.width = gfx_current_dimensions.height * gfx_current_dimensions.aspect_ratio;
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gfx_current_game_window_viewport.width = gfx_current_dimensions.width;
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gfx_current_game_window_viewport.height = gfx_current_dimensions.height;
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gfx_current_game_window_viewport.x = (gfx_current_window_dimensions.width - gfx_current_dimensions.width) / 2;
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if (gfx_current_dimensions.height != gfx_prev_dimensions.height) {
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for (auto& fb : framebuffers) {
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