c – 在OpenGL / GLFW 3.2中切换窗口和全屏

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);
}

初始窗口
c  – 在OpenGL / GLFW 3.2中切换窗口和全屏

全屏(不正确)
c  – 在OpenGL / GLFW 3.2中切换窗口和全屏

回到窗口
c  – 在OpenGL / GLFW 3.2中切换窗口和全屏

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;
    }
}

Rabbid:当我调整大小时:

c  – 在OpenGL / GLFW 3.2中切换窗口和全屏

Rabbid:当我全屏播出时:
c  – 在OpenGL / GLFW 3.2中切换窗口和全屏

解决方法:

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 documentation中有详细记载.

#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 );
};

在创建窗口时,则将用户函数指针(glfwSetWindowUserPointer)设置为窗口管理类.调整大小的回调由glfwSetWindowSizeCallback设置.创建窗口后,可以通过glfwGetWindowPos和glfwGetWindowSize获取当前大小和位置.

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;
}

当调整大小通知发生时,可以通过glfwGetWindowUserPointer获取指向窗口管理类的指针:

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 );
}

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;
}

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();
    }
}  

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(glfwGetWindowMonitor)来实现:

bool OpenGLWindow::IsFullscreen( void )
{
    return glfwGetWindowMonitor( _wnd ) != nullptr;
} 

要打开和关闭全屏模式,必须使用全屏模式的监视器或使用nullptr调用glfwSetWindowMonitor:

void SetFullScreen( bool fullscreen )
{
    if ( IsFullscreen() == fullscreen )
    return;

    if ( fullscreen )
    {
        // backup windwo position and window size
        glfwGetWindowPos( _wnd, &_wndPos[0], &_wndPos[1] );
        glfwGetWindowSize( _wnd, &_wndSize[0], &_wndSize[1] );

        // get reolution of monitor
        const GLFWvidmode * mode = glfwGetVideoMode(glfwGetPrimaryMonitor());

        // swithc 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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