mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:10:51 +02:00
fix(ios): pin voxel render target scale
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@@ -0,0 +1,9 @@
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local V = ...
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local PixelCanvas = {}
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function PixelCanvas.new(w, h)
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return pcall(love.graphics.newCanvas, w, h, { dpiscale = 1 })
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end
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return PixelCanvas
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+1
-1
@@ -186,7 +186,7 @@ end
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local function getCanvas(res)
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if canvas == false then return nil end
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if canvas and canvasRes == res then return canvas end
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local ok, c = pcall(love.graphics.newCanvas, res, res)
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local ok, c = V.require("PixelCanvas").new(res, res)
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if not (ok and c) then
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canvas = false
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return nil
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+4
-2
@@ -25,6 +25,7 @@
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-- failure -- headless, no shader support) apply() hands the canvas back
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-- untouched, so every other path is byte-for-byte what it always was.
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local V = ...
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local TiltShift = {}
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TiltShift.level = 0
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@@ -85,9 +86,10 @@ end
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local function getCanvases(w, h)
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if not ping or cw ~= w or ch ~= h then
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local ok, a = pcall(love.graphics.newCanvas, w, h)
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local PixelCanvas = V.require("PixelCanvas")
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local ok, a = PixelCanvas.new(w, h)
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if not ok then return nil end
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local okB, b = pcall(love.graphics.newCanvas, w, h)
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local okB, b = PixelCanvas.new(w, h)
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if not okB then return nil end
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-- the gaussian's fractional tap offsets need linear filtering
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a:setFilter("linear", "linear")
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+2
-1
@@ -33,6 +33,7 @@ local WorldCurve = V.require("WorldCurve")
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local Sky = V.require("Sky")
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local DayNight = V.require("DayNight")
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local GlassMask = V.require("GlassMask")
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local PixelCanvas = V.require("PixelCanvas")
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local Voxel3D = {}
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@@ -640,7 +641,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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local name = slot or "world"
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local slotHeld = slots[name]
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if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then
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local ok, c = pcall(love.graphics.newCanvas, w, h)
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local ok, c = PixelCanvas.new(w, h)
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if not ok then return false end
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c:setFilter("nearest", "nearest")
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if slotHeld then releaseSlot(slotHeld) end
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