我只是使用LWJGL 3设置一个简单的渲染器,当它在我的外部显示器上运行时,它看起来像我期望的但是当我在Macbook上调整它时它缩小了视口。然后,如果我移动窗口,它会修复它。这是我在初始化GL内容并在窗口调整大小时运行的代码。
public void resize(int width, int height)
{
val near = 0.1
val far = 100.0
GL11.glViewport(0, 0, width, height);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
float aspect = width / (float)height
float fov = (float)(45.0 / 360.0 * Math.PI)
float fH = Math.tan(fov) * near
float fW = fH * aspect
GL11.glFrustum(-fW, fW, -fH, fH, near, far);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
这就是我所看到的
如果我在外部显示器上运行它不会改变,它总是正确的。
答案 0 :(得分:2)
读取帧缓冲区的大小就是答案。我使用用户传入的像素大小创建窗口,然后读取frameBuffer大小以传递给glViewport。
public Window(String title, int width, int height)
{
_errorCallback = GLFWErrorCallback.createPrint(System.err);
GLFW.glfwSetErrorCallback(_errorCallback);
if (GLFW.glfwInit() != GLFW.GLFW_TRUE)
{
throw IllegalStateException("Unable to initialize GLFW");
}
GLFW.glfwDefaultWindowHints();
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, GLFW.GLFW_TRUE);
_window = GLFW.glfwCreateWindow(width, height, title ?: "", 0, 0);
if (_window == 0L)
{
throw RuntimeException("Failed to create window");
}
// Setup Callbacks
// Get the resolution of the primary monitor
GLFWVidMode vidmode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor());
// Center our window
GLFW.glfwSetWindowPos(_window, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
// Make the OpenGL context current
GLFW.glfwMakeContextCurrent(_window);
// Enable v-sync
GLFW.glfwSwapInterval(1);
// Make the window visible
GLFW.glfwShowWindow(_window);
}
然后我读取帧缓冲区大小以传入glViewport和glFrustum。
public Vector2 frameBufferSize()
{
IntBuffer bufferWidth = BufferUtils.createIntBuffer(4);
IntBuffer bufferHeight = BufferUtils.createIntBuffer(4);
GLFW.glfwGetFramebufferSize(_window, bufferWidth, bufferHeight);
return Vector2(bufferWidth.get(0), bufferHeight.get(0));
}