如何在调整 GLFW 窗口大小时进行绘制?

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每当我调整 GLFW 窗口的大小时,它在调整窗口大小时都不会绘制。窗口新暴露的部分只有在我完成调整窗口大小后才会被绘制。您可以在下面的图片中自己看到它:

图片

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);
    }
}

解释这个问题的任何解决方案。

原文由 a programmer 发布,翻译遵循 CC BY-SA 4.0 许可协议

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1 个回答

每当调整窗口大小时,事件处理 ( glfwPollEvents ) 都会停止,但在这样做的同时,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动态处理。您可以从那里重新绘制场景并调用 glfwSwapBuffers 进行渲染,即使在 glfwPollEvents 中也是如此。实际上,这可以通过以下代码来实现:

 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();
}

并将您的渲染( glClearColorglClearglfwSwapBuffers )从主循环移动到 draw 。在主循环中留下对 draw 的调用,并使 window 成为全局变量或将其传递给 draw 调用它时,否则它将超出范围在 draw 中, glfwSwapBuffers 需要它。

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,没有线程你不能做到这一点。对不起,这就是 GLFW 的工作方式,除了他们之外没有人可以改变它。)

原文由 Kotauskas 发布,翻译遵循 CC BY-SA 4.0 许可协议

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