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change default window settings (#1656)
* consistent texture unit binding for screen * change default pc settings for window size & display mode
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@ -462,7 +462,6 @@ void OpenGLRenderer::setup_frame(const RenderOptions& settings) {
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if (fbo_state.tex2 == -1) {
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glGenTextures(1, &fbo_state.tex2);
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}
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glActiveTexture(GL_TEXTURE30);
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glBindTexture(GL_TEXTURE_2D, fbo_state.tex2);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fbo_state.width, fbo_state.height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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@ -142,7 +142,6 @@ void FullScreenDraw::draw(const math::Vector4f& color,
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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auto& shader = render_state->shaders[ShaderId::POST_PROCESSING];
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shader.activate();
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glUniform1i(glGetUniformLocation(shader.id(), "screen_tex"), 0);
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glUniform4f(glGetUniformLocation(shader.id(), "fragment_color"), color[0], color[1], color[2],
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color[3]);
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@ -6,7 +6,7 @@ out vec4 color;
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uniform vec4 fragment_color;
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layout (binding = 30) uniform sampler2D screen_tex;
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layout (binding = 0) uniform sampler2D screen_tex;
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void main() {
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color = vec4(texture(screen_tex, screen_pos).rgb * fragment_color.a, 1.0);
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@ -418,14 +418,14 @@
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(set! (-> obj target-fps) 60)
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(pc-get-screen-size -1 (&-> obj width) (&-> obj height))
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(set-aspect! obj 4 3)
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(set! (-> obj use-vis?) #f)
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(set! (-> obj aspect-ratio-auto?) #f)
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(set! (-> obj aspect-ratio-auto?) #t)
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(set! (-> obj vsync?) #t)
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(set! (-> obj letterbox?) #t)
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(set-display-mode! obj 'windowed)
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(set-display-mode! obj 'fullscreen)
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(set-size! obj PC_BASE_WIDTH PC_BASE_HEIGHT)
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(set-aspect! obj 4 3)
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(set! (-> obj gfx-msaa) 4) ;; 4x msaa
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