a p*_*mer 8 c++ opengl glfw window-resize
每当我调整GLFW窗口大小时,在调整窗口大小时都不会绘制。我调整窗口大小后,才可以绘制窗口新暴露的部分。您可以在下面的图片中自己看到它:

这是我的应用程序的代码。我在Visual Studio 2015上运行Windows 10
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void get_resolution(int* window_width, int* window_height);
void initGlfwSettings();
GLFWwindow* initGlfwWindow();
void initGlad();
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
initGlfwSettings();
GLFWwindow* window = initGlfwWindow();
initGlad();
// glad: load all OpenGL function pointers
// ---------------------------------------
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetWindowSize(window, &width, &height);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// input
// -----
processInput(window);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void get_resolution(int* window_width, int* window_height) {
const GLFWvidmode * mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
*window_width = mode->width;
*window_height = mode->height;
}
void initGlfwSettings()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
}
GLFWwindow* initGlfwWindow()
{
/*GLFWmonitor* monitor = glfwGetPrimaryMonitor();
int width;
int height;
get_resolution(&width, &height);*/
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "learning opengl", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSwapInterval(1);
return window;
}
void initGlad()
{
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
exit(1);
}
}
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解释此问题的所有解决方案。
Vla*_*rov 11
glfwPollEvents每当调整窗口大小时,事件处理 ( ) 就会停止,但在这样做时,它会不断发出调整大小事件,这些事件由您已经使用的调整大小回调即时处理。您可以从那里重绘场景并调用glfwSwapBuffers渲染,即使在glfwPollEvents. 实际上,这可以通过以下代码实现:
void draw()
{
// Rendering code goes here
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
// Re-render the scene because the current frame was drawn for the old resolution
draw();
}
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并将渲染(glClearColor,glClear和glfwSwapBuffers)从主循环移动到draw. draw在主循环中调用并创建window一个全局变量或draw在调用它时将其传递给,否则它将超出 in 的范围draw,而glfwSwapBuffers.
这仅在用户按住鼠标移动鼠标时才有效- 只需按住左键单击调整大小窗口部分仍然会停止。要解决这个问题,除此之外,您还需要在单独的线程中进行渲染。(不,没有线程你不能这样做。对不起,这就是 GLFW 的工作方式,除了他们没有人可以改变它。)
Jon*_*son -1
这是 Windows 事件处理程序未将控制权返回给主线程。Windows 就是这样工作的,你无法改变它。
但是,您可以将所有渲染和 glfw 命令移动到不同的线程,该线程不会被窗口停止。