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synced 2024-11-09 17:18:41 -06:00
always request latest gl, set min physical size to 640x480
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@ -5,7 +5,7 @@ use glium::{
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glutin::{
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event_loop::EventLoop,
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window::{WindowBuilder, Fullscreen},
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ContextBuilder, GlProfile,
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ContextBuilder, GlProfile, GlRequest, dpi::PhysicalSize
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},
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};
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use glam::{Vec3, UVec2};
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@ -32,8 +32,11 @@ impl Renderer {
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pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
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log::info!("initializing display");
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let wb = WindowBuilder::new()
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.with_title("uwu")
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.with_title("kubi")
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.with_maximized(true)
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.with_min_inner_size(PhysicalSize::new(640, 480))
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.with_fullscreen({
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if let Some(fs_settings) = &settings.fullscreen {
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let monitor = event_loop.primary_monitor().or_else(|| {
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@ -47,6 +50,7 @@ impl Renderer {
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Some(Fullscreen::Borderless(Some(monitor)))
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},
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FullscreenMode::Exclusive => {
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log::warn!("exclusive fullscreen mode is experimental");
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log::info!("starting in exclusive fullscreen mode");
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//TODO: grabbing the first video mode is probably not the best idea...
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monitor.video_modes().next()
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@ -68,14 +72,14 @@ impl Renderer {
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log::info!("starting in windowed mode");
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None
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}
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})
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.with_maximized(true);
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});
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let cb = ContextBuilder::new()
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.with_depth_buffer(24)
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.with_multisampling(settings.msaa.unwrap_or_default())
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.with_vsync(settings.vsync)
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.with_gl_profile(GlProfile::Core);
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.with_gl_profile(GlProfile::Core)
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.with_gl(GlRequest::Latest);
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let display = Display::new(wb, cb, event_loop)
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.expect("Failed to create a glium Display");
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@ -89,7 +93,7 @@ impl Renderer {
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if display.is_robust() { log::warn!("OpenGL implementation is not robust") }
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if display.is_debug() { log::info!("OpenGL context is in debug mode") }
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assert!(display.is_glsl_version_supported(&Version(Api::GlEs, 3, 0)), "GLES 3.0 is not supported");
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assert!(display.is_glsl_version_supported(&Version(Api::GlEs, 3, 0)), "GLSL ES 3.0 is not supported");
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Self { display }
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}
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