背景信息:
我正在使用OpenGL和LWJGL 3在屏幕上绘制一些四边形。我需要知道鼠标何时超过四边形。当我将四边形渲染到屏幕时,我使用OpenGL坐标,对于X和Y都在-1到1之间,并且在屏幕中心有(0,0)。当我得到鼠标位置时,我使用
glfwSetCursorPosCallback();
给出了从0到窗口宽度或高度的坐标,左上角(标题栏下方)的坐标为(0,0)。然后我取出鼠标坐标并计算OpenGL坐标。
例如,如果我的窗口大小为(800,600)而我的鼠标位于(200,200),我会得到(-0.5,0.33)[因为(400,300)将映射到(0,0)in OpenGL的坐标]。
所以这是我的问题:
OpenGL在其坐标中包含标题栏,而glfwSetCursorPosCallback();
则没有。这意味着如果我在(-0.5,0.33)处渲染一个顶点[就像在我的例子中一样],它会渲染到大约(200,~210)。
如您所见,由于两个坐标系覆盖不同的区域,因此在坐标系之间切换更加困难。
我已经搜索了从OpenGL坐标中排除标题栏的方法,以完全摆脱标题栏并获得标题栏的高度(因此我可以将其包含在我的计算中并进行正确的调整)。我无法弄清楚如何做这些,所以我正在寻找一种方法来解决我的问题,或者找到一种方法来解决我的问题。
编辑1:添加代码
@Nicol Bolas告诉我,这不是OpenGL正常工作的方式,因此必须在我的代码中出现这种情况。我相信我已经提供了我的代码中负责我的问题的部分:
这是我的Renderer类[我正在使用drawQuad()方法]
注意:我目前没有在着色器中使用视图,模型或投影矩阵。
public class Renderer {
private VertexArrayObject vao;
private VertexBufferObject vbo;
private ShaderProgram shaderProgram;
private FloatBuffer vertices;
private int numVertices;
private boolean drawing;
//private Font font;
//private Font debugFont;
public void drawQuad(float x, float y, float width, float height, Color c) {
/* Calculate Vertex positions */
float x1 = x;
float y1 = y;
float x2 = x + width;
float y2 = y - height;
/* Calculate color */
float r = c.getRed();
float g = c.getGreen();
float b = c.getBlue();
/* Put data into buffer */
vertices.put(x1).put(y1).put(0.0f).put(r).put(g).put(b);
vertices.put(x1).put(y2).put(0.0f).put(r).put(g).put(b);
vertices.put(x2).put(y2).put(0.0f).put(r).put(g).put(b);
vertices.put(x2).put(y1).put(0.0f).put(r).put(g).put(b);
/* We drawed X vertices */
numVertices += 4;
}
// Initialize renderer
public void init(){
// Set up shader programs
setupShaderProgram();
// Enable blending (?????)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// Clears drawing area
public void clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
// Begin rendering
public void begin() {
if (drawing) throw new IllegalStateException("Renderer is already drawing.");
drawing = true;
numVertices = 0;
}
// End rendering
public void end() {
if (!drawing) throw new IllegalStateException("Renderer is not drawing.");
drawing = false;
flush();
}
// Flushes data to GPU to get rendered
public void flush() {
if (numVertices > 0) {
vertices.flip();
if (vao != null) vao.bind();
else vbo.bind(GL_ARRAY_BUFFER);
specifyVertexAttributes();
}
shaderProgram.use();
// Upload the new vertex data
vbo.bind(GL_ARRAY_BUFFER);
vbo.uploadSubData(GL_ARRAY_BUFFER, 0, vertices);
// Draw batch
glDrawArrays(GL_QUADS, 0, numVertices);
// Clear vertex data for next batch
vertices.clear();
numVertices = 0;
}
private void setupShaderProgram() {
// Generate VertexArrayObject
if (Game.is32Supported()) {
vao = new VertexArrayObject();
vao.bind();
} else {
throw new RuntimeException("OpenGL 3.2 not supported.");
}
// Generate VertexBufferObject
vbo = new VertexBufferObject();
vbo.bind(GL_ARRAY_BUFFER);
// Create FloatBuffer
vertices = MemoryUtil.memAllocFloat(4096);
// Upload null data to allocate storage for the VBO
long size = vertices.capacity() * Float.BYTES;
vbo.uploadData(GL_ARRAY_BUFFER, size, GL_DYNAMIC_DRAW);
// Initialize variables
numVertices = 0;
drawing = false;
// Load Shaders:
Shader vertexShader, fragmentShader;
if (Game.is32Supported()) {
vertexShader = Shader.loadShader(GL_VERTEX_SHADER, "res/shaders/vshader.vert");
fragmentShader = Shader.loadShader(GL_FRAGMENT_SHADER, "res/shaders/fshader.frag");
} else {
throw new RuntimeException("OpenGL 3.2 not supported.");
}
// Create ShaderProgram
shaderProgram = new ShaderProgram();
shaderProgram.attachShader(vertexShader);
shaderProgram.attachShader(fragmentShader);
if (Game.is32Supported()) {
shaderProgram.bindFragmentDataLocation(0, "fragColor");
}
shaderProgram.link();
shaderProgram.use();
// Delete linked shaders
vertexShader.delete();
fragmentShader.delete();
// Get width & height of framebuffer
long window = GLFW.glfwGetCurrentContext();
int width, height;
try (MemoryStack stack = MemoryStack.stackPush()) {
IntBuffer widthBuffer = stack.mallocInt(1);
IntBuffer heightBuffer = stack.mallocInt(1);
GLFW.glfwGetFramebufferSize(window, widthBuffer, heightBuffer);
width = widthBuffer.get();
height = heightBuffer.get();
}
// Specify vertex pointers
specifyVertexAttributes();
// Set Model Matrix to identity matrix
Matrix4f model = new Matrix4f();
int uniModel = shaderProgram.getUniformLocation("model");
shaderProgram.setUniform(uniModel, model);
// Set View Matrix to identity matrix
Matrix4f view = new Matrix4f();
int uniView = shaderProgram.getUniformLocation("view");
shaderProgram.setUniform(uniView, view);
// Set Projection Matrix to an orthographic projection
Matrix4f projection = Matrix4f.orthographic(0f, width, 0f, height, -1f, 1f);
int uniProjection = shaderProgram.getUniformLocation("projection");
shaderProgram.setUniform(uniProjection, projection);
}
// Specifies the vertex shader pointers (attributes)
private void specifyVertexAttributes() {
int posAttrib = shaderProgram.getAttributeLocation("position");
shaderProgram.enableVertexAttribute(posAttrib);
shaderProgram.pointVertexAttribute(posAttrib, 3, 6 * Float.BYTES, 0);
int colAttrib = shaderProgram.getAttributeLocation("color");
shaderProgram.enableVertexAttribute(colAttrib);
shaderProgram.pointVertexAttribute(colAttrib, 3, 6 * Float.BYTES, 3 * Float.BYTES);
}
}
这是我创建和设置窗口的init()方法:
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( !glfwInit() )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // the window will be resizable
// ONLY ON MAC OSX (?)
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Tell GLFW to use OpenGL verison 3.x
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); // Tell GLFW to use OpenGL version x.2 (combined -> 3.2)
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // Should be forward compatible
// Create the window
window = glfwCreateWindow(WIDTH, HEIGHT, "Game_19_v0.0.1", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Get the thread stack and push a new frame
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GL.createCapabilities();
// Input
glfwSetCursorPosCallback(window, cursorPosCallback = new MouseInput());
// Create renderer
renderer = new Renderer();
renderer.init();
// To Render:
buttonManager = new ButtonManager();
}
编辑2:临时解决方案
我能够使用glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
从窗口中移除整个边框,包括标题栏,这解决了问题。然而,现在,我显然没有在我的窗口上关闭,最小化等的选项,尽管我想如果有必要我可以自己编程。如果我发现任何其他解决方案,将会更新。
答案 0 :(得分:0)
GLFW函数通常使用窗口的客户区域(内部窗口区域不包括标题栏,滚动条等),因此glfwSetCursorPosCallback
为您提供了预期的值。如果您的OpenGL帧缓冲由于某种原因渲染标题栏后面的内容(无论是不正确的设置还是仅仅是平台特定的细节),您仍然可以使用glfwGetWindowFrameSize获取标题栏大小:
IntBuffer pLeft = stack.mallocInt(1); // int*
IntBuffer pTop = stack.mallocInt(1); // int*
IntBuffer pRight = stack.mallocInt(1); // int*
IntBuffer pBottom = stack.mallocInt(1); // int*
// Get the window border sizes
glfwGetWindowFrameSize(window, pLeft, pTop, pRight, pBottom);
(免责声明:我只是遵循上面代码中的语法,因为我只熟悉C ++ API。)
标题栏的大小将存储在top
变量中,然后可以添加到glfwSetCursorPosCallback
和glfwGetWindowSize
的任何值中。
float adjustedYpos = ypos + top;
float adjustedHeight = height + top;
float normalizedY = adjustedYpos / adjustedHeight;
float openglY = normalizedY * -2.0f - 1.0f
这个openglY
值应该是根据标题栏大小调整的OpenGL [-1,1]剪辑空间坐标。