【发布时间】:2016-12-04 02:25:55
【问题描述】:
我想要做的是,如果我用一个新窗口替换我正在渲染的窗口,这可能是因为用户切换屏幕,或者从全屏切换到窗口,或者任何数量的其他原因。
到目前为止,我的代码如下所示:
“上下文.h”
struct window_deleter {
void operator()(GLFWwindow * window) const;
};
class context {
std::unique_ptr<GLFWwindow, window_deleter> window;
public:
context(int width, int height, const char * s, GLFWmonitor * monitor, GLFWwindow * old_window, bool borderless);
GLFWwindow * get_window() const;
void make_current() const;
};
“上下文.cpp”
context::context(int width, int height, const char * s, GLFWmonitor * monitor, GLFWwindow * old_window, bool borderless) {
if (!glfwInit()) throw std::runtime_error("Unable to Initialize GLFW");
if (borderless) glfwWindowHint(GLFW_DECORATED, 0);
else glfwWindowHint(GLFW_DECORATED, 1);
window.reset(glfwCreateWindow(width, height, s, monitor, old_window));
if (!window) throw std::runtime_error("Unable to Create Window");
make_current();
}
GLFWwindow * context::get_window() const {
return window.get();
}
void context::make_current() const {
glfwMakeContextCurrent(window.get());
}
“窗口管理器.h”
#include "Context.h"
class window_style;
/* window_style is basically a really fancy "enum class", and I don't
* believe its implementation or interface are relevant to this project.
* I'll add it if knowing how it works is super critical.
*/
class window_manager {
context c_context;
uint32_t c_width, c_height;
std::string c_title;
window_style c_style;
std::function<bool()> close_test;
std::function<void()> poll_task;
public:
static GLFWmonitor * get_monitor(window_style style);
window_manager(uint32_t width, uint32_t height, std::string const& title, window_style style);
context & get_context();
const context & get_context() const;
bool resize(uint32_t width, uint32_t height, std::string const& title, window_style style);
std::function<bool()> get_default_close_test();
void set_close_test(std::function<bool()> const& test);
std::function<void()> get_default_poll_task();
void set_poll_task(std::function<void()> const& task);
void poll_loop();
};
“窗口管理器.cpp”
GLFWmonitor * window_manager::get_monitor(window_style style) {
if (style.type != window_style::style_type::fullscreen) return nullptr;
if (!glfwInit()) throw std::runtime_error("Unable to initialize GLFW");
int count;
GLFWmonitor ** monitors = glfwGetMonitors(&count);
if (style.monitor_number >= uint32_t(count)) throw invalid_monitor_exception{};
return monitors[style.monitor_number];
}
std::function<bool()> window_manager::get_default_close_test() {
return [&] {return glfwWindowShouldClose(c_context.get_window()) != 0; };
}
window_manager::window_manager(uint32_t width, uint32_t height, std::string const& title, window_style style) :
c_context(int(width), int(height), title.c_str(), get_monitor(style), nullptr, style.type == window_style::style_type::borderless),
c_width(width), c_height(height), c_title(title), c_style(style), close_test(get_default_close_test()), poll_task(get_default_poll_task()) {
}
context & window_manager::get_context() {
return c_context;
}
const context & window_manager::get_context() const {
return c_context;
}
bool window_manager::resize(uint32_t width, uint32_t height, std::string const& title, window_style style) {
if (width == c_width && height == c_height && title == c_title && style == c_style) return false;
c_width = width;
c_height = height;
c_title = title;
c_style = style;
c_context = context(int(width), int(height), title.c_str(), get_monitor(style), get_context().get_window(), style.type == window_style::style_type::borderless);
return true;
}
void window_manager::set_close_test(std::function<bool()> const& test) {
close_test = test;
}
std::function<void()> window_manager::get_default_poll_task() {
return [&] {glfwSwapBuffers(c_context.get_window()); };
}
void window_manager::set_poll_task(std::function<void()> const& task) {
poll_task = task;
}
void window_manager::poll_loop() {
while (!close_test()) {
glfwPollEvents();
poll_task();
}
}
“Main.cpp”
int main() {
try {
glfwInit();
const GLFWvidmode * vid_mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
gl_backend::window_manager window(vid_mode->width, vid_mode->height, "First test of the window manager", gl_backend::window_style::fullscreen(0));
glfwSetKeyCallback(window.get_context().get_window(), [](GLFWwindow * window, int, int, int, int) {glfwSetWindowShouldClose(window, 1); });
glbinding::Binding::initialize();
//Anything with a "glresource" prefix is basically just a std::shared_ptr<GLuint>
//with some extra deletion code added.
glresource::vertex_array vao;
glresource::buffer square;
float data[] = {
-.5f, -.5f,
.5f, -.5f,
.5f, .5f,
-.5f, .5f
};
gl::glBindVertexArray(*vao);
gl::glBindBuffer(gl::GL_ARRAY_BUFFER, *square);
gl::glBufferData(gl::GL_ARRAY_BUFFER, sizeof(data), data, gl::GL_STATIC_DRAW);
gl::glEnableVertexAttribArray(0);
gl::glVertexAttribPointer(0, 2, gl::GL_FLOAT, false, 2 * sizeof(float), nullptr);
std::string vert_src =
"#version 430\n"
"layout(location = 0) in vec2 vertices;"
"void main() {"
"gl_Position = vec4(vertices, 0, 1);"
"}";
std::string frag_src =
"#version 430\n"
"uniform vec4 square_color;"
"out vec4 fragment_color;"
"void main() {"
"fragment_color = square_color;"
"}";
glresource::shader vert(gl::GL_VERTEX_SHADER, vert_src);
glresource::shader frag(gl::GL_FRAGMENT_SHADER, frag_src);
glresource::program program({ vert, frag });
window.set_poll_task([&] {
gl::glUseProgram(*program);
gl::glBindVertexArray(*vao);
glm::vec4 color{ (glm::sin(float(glfwGetTime())) + 1) / 2, 0.f, 0.5f, 1.f };
gl::glUniform4fv(gl::glGetUniformLocation(*program, "square_color"), 1, glm::value_ptr(color));
gl::glDrawArrays(gl::GL_QUADS, 0, 4);
glfwSwapBuffers(window.get_context().get_window());
});
window.poll_loop();
window.resize(vid_mode->width, vid_mode->height, "Second test of the window manager", gl_backend::window_style::fullscreen(1));
glfwSetKeyCallback(window.get_context().get_window(), [](GLFWwindow * window, int, int, int, int) {glfwSetWindowShouldClose(window, 1); });
window.poll_loop();
}
catch (std::exception const& e) {
std::cerr << e.what() << std::endl;
std::ofstream error_log("error.log");
error_log << e.what() << std::endl;
system("pause");
}
return 0;
}
所以当前版本的代码应该做到以下几点:
- 在主显示器上显示全屏窗口
- 在此显示器上,显示一个“正方形”(实际上是矩形......),随着时间的推移在洋红色和蓝色之间转换,而背景在洋红色和绿色之间转换。
- 当用户按下一个键时,使用第一个窗口的上下文在第二个监视器上创建一个新的全屏窗口以输入 GLFW 的窗口创建,并销毁原始窗口(按此顺序)
- 在第二个窗口上显示相同的矩形
- 继续定期转换背景
- 当用户再次按键时,销毁第二个窗口并退出程序。
在这些步骤中,步骤 4 根本不起作用,步骤 3 部分起作用:窗口确实已创建,但默认情况下不显示,用户必须通过任务栏调用它。所有其他步骤都按预期工作,包括两个窗口上的过渡背景。
所以我的假设是上下文之间的对象共享出现了问题;具体来说,我创建的第二个上下文似乎没有接收第一个上下文创建的对象。我犯了明显的逻辑错误吗?我应该做其他事情来确保上下文共享按预期工作吗? GLFW中是否有可能只是一个错误?
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