I am in the process of learning OpenGL on Linux but I can't get mode switching working (windowed to full screen and back).
The window appears to be going into full screen but but not looking correct. To switch modes a new window is being created and old one destroyed.
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);
}
Initial Window
Full Screen (incorrect)
Return to Windowed
Updates to Question
I have updated the code to use your code and getting the same issue. On your suggestion I am now updating the camera, but again no avail :(
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 : When I resize:
Rabbid : When I go to full screen:
In the following, I'll describe a small but handy class, which deals with resizing a GLFW window and handles switch fullscreen window on and off.
All the used GLFW functions are well documented in the GLFW documentation.
#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 );
};
When creating the window, then the user function pointer (glfwSetWindowUserPointer
) is set to the window management class. And the resize callback is set by glfwSetWindowSizeCallback
. After the window is created its current size and position can be get by glfwGetWindowPos
and 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;
}
When the resize notification occurs, then the pointer to the window management class can be get by 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 );
}
Any change of the window size is notified and the new window size is stored (glfwGetWindowSize
):
void OpenGLWindow::Resize( int cx, int cy )
{
_updateViewport = true;
}
When the window size has changed, then the viewport has to be suited to the window size (glViewport
). This can be done in the main loop of the application:
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();
}
}
If the current window is in full screen mode, can be achieved by asking for the monitor that the window uses for full screen mode (glfwGetWindowMonitor
):
bool OpenGLWindow::IsFullscreen( void )
{
return glfwGetWindowMonitor( _wnd ) != nullptr;
}
To switch the full screen mode on and off, glfwSetWindowMonitor
has to be called, either with the monitor for the full screen mode, or with nullptr
:
void OpenGLWindow::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(_monitor);
// 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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