我正在学习Linux上的OpenGL,但我不能让模式切换工作(窗口全屏和后退).
窗口似乎进入全屏但看起来不正确.要切换模式,正在创建一个新窗口,旧窗口将被销毁.
void OpenGLWindow::FullScreen(bool fullScreen, int width, int height)
{
GLFWwindow *oldHandle = m_window;
m_fullscreen = fullScreen;
m_width = width;
m_height = height;
m_window = glfwCreateWindow(width, height, m_caption.c_str(),
fullScreen ? m_monitor : NULL, m_window);
if (m_window == NULL)
{
glfwTerminate();
throw std::runtime_error("Failed to recreate window.");
}
glfwDestroyWindow(oldHandle);
m_camera->Invalidate();
// Use entire window for rendering.
glViewport(0, 0, width, height);
glfwMakeContextCurrent(m_window);
glfwSwapInterval(1);
if (m_keyboardHandler) SetKeyboardHandler(m_keyboardHandler);
}
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更新问题
我已更新代码以使用您的代码并获得相同的问题.在你的建议我现在更新相机,但再次无济于事:(
void OpenGLCamera::Invalidate()
{
RecalculateProjection(m_perspProjInfo->Width(), m_perspProjInfo->Height());
m_recalculateViewMatrix = true;
m_recalculatePerspectiveMatrix = true;
m_recalculateProjectionMatrix = true;
}
void OpenGLCamera::RecalculateProjection(int width, int height)
{
float aspectRatio = float(width) / height;
float frustumYScale = cotangent(degreesToRadians(
m_perspProjInfo->FieldOfView() / 2));
float frustumXScale = frustumYScale;
if (width > height)
{
// Shrink the x scale in eye-coordinate space, so that when geometry is
// projected to ndc-space, it is widened out to become square.
m_projectionMatrix[0][0] = frustumXScale / aspectRatio;
m_projectionMatrix[1][1] = frustumYScale;
}
else {
// Shrink the y scale in eye-coordinate space, so that when geometry is
// projected to ndc-space, it is widened out to become square.
m_projectionMatrix[0][0] = frustumXScale;
m_projectionMatrix[1][1] = frustumYScale * aspectRatio;
}
}
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Rabbid:当我调整大小时:
在下文中,我将描述一个小而方便的类,它处理调整GLFW窗口的大小并处理开关全屏窗口的开关.
所有使用过的GLFW功能都在GLFW文档中有详细记录.
#include <GL/gl.h>
#include <GLFW/glfw3.h>
#include <array>
#include <stdexcept>
class OpenGLWindow
{
private:
std::array< int, 2 > _wndPos {0, 0};
std::array< int, 2 > _wndSize {0, 0};
std::array< int, 2 > _vpSize {0, 0};
bool _updateViewport = true;
GLFWwindow * _wnd = nullptr;
GLFWmonitor * _monitor = nullptr;
void Resize( int cx, int cy );
public:
void Init( int width, int height );
static void CallbackResize(GLFWwindow* window, int cx, int cy);
void MainLoop ( void );
bool IsFullscreen( void );
void SetFullScreen( bool fullscreen );
};
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创建窗口时,用户函数指针(glfwSetWindowUserPointer)设置为窗口管理类.调整大小的回调是由glfwSetWindowSizeCallback.创建窗口后,其当前大小和位置可以通过glfwGetWindowPos和glfwGetWindowSize.
void OpenGLWindow::Init( int width, int height )
{
_wnd = glfwCreateWindow( width, height, "OGL window", nullptr, nullptr );
if ( _wnd == nullptr )
{
glfwTerminate();
throw std::runtime_error( "error initializing window" );
}
glfwMakeContextCurrent( _wnd );
glfwSetWindowUserPointer( _wnd, this );
glfwSetWindowSizeCallback( _wnd, OpenGLWindow::CallbackResize );
_monitor = glfwGetPrimaryMonitor();
glfwGetWindowSize( _wnd, &_wndSize[0], &_wndSize[1] );
glfwGetWindowPos( _wnd, &_wndPos[0], &_wndPos[1] );
_updateViewport = true;
}
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发生调整大小通知时,指向窗口管理类的指针可以通过以下方式获取glfwGetWindowUserPointer:
static void OpenGLWindow::CallbackResize(GLFWwindow* window, int cx, int cy)
{
void *ptr = glfwGetWindowUserPointer( window );
if ( OpenGLWindow *wndPtr = static_cast<OpenGLWindow*>( ptr ) )
wndPtr->Resize( cx, cy );
}
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通知窗口大小的任何更改并存储新的窗口大小(glfwGetWindowSize):
void OpenGLWindow::Resize( int cx, int cy )
{
_updateViewport = true;
}
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当窗口大小发生变化时,视口必须适合窗口大小(glViewport).这可以在应用程序的主循环中完成:
void OpenGLWindow::MainLoop ( void )
{
while (!glfwWindowShouldClose(_wnd))
{
if ( _updateViewport )
{
glfwGetFramebufferSize( _wnd, &_vpSize[0], &_vpSize[1] );
glViewport( 0, 0, _vpSize[0], _vpSize[1] );
_updateViewport = false;
}
// ..... render the scene
glfwSwapBuffers(_wnd);
glfwPollEvents();
}
}
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如果当前窗口处于全屏模式,可以通过询问窗口用于全屏模式的监视器来实现(glfwGetWindowMonitor):
bool OpenGLWindow::IsFullscreen( void )
{
return glfwGetWindowMonitor( _wnd ) != nullptr;
}
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要打开和关闭全屏模式,glfwSetWindowMonitor必须使用全屏模式的监视器调用,或者使用nullptr:
void SetFullScreen( bool fullscreen )
{
if ( IsFullscreen() == fullscreen )
return;
if ( fullscreen )
{
// backup window position and window size
glfwGetWindowPos( _wnd, &_wndPos[0], &_wndPos[1] );
glfwGetWindowSize( _wnd, &_wndSize[0], &_wndSize[1] );
// get resolution of monitor
const GLFWvidmode * mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// switch to full screen
glfwSetWindowMonitor( _wnd, _monitor, 0, 0, mode->width, mode->height, 0 );
}
else
{
// restore last window size and position
glfwSetWindowMonitor( _wnd, nullptr, _wndPos[0], _wndPos[1], _wndSize[0], _wndSize[1], 0 );
}
_updateViewport = true;
}
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小智 5
glfwCreateWindow当您只想在窗口和全屏之间切换时,我建议您不要创建新窗口。使用glfwSetWindowMonitor来代替。
创建启用全屏的窗口时,必须传递与监视器上的视频模式兼容的参数。您可以像这样在主监视器上获得标准视频模式:
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
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并切换到全屏:
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
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当然,只需传递一个nullptr-mode 和您自己的值:
glfwSetWindowMonitor(window, nullptr, 0, 0, windowWidth, windowHeight, windowRefreshRate);
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并且不要忘记调整视口大小并更新相机。
当用户调整窗口大小时,您是否调整视口大小并更新相机?