I have an issue with resizing my window on LWJGL3 and GLFW. I can resize the window, however what is rendered to it does not size with it, most likely a coordinate issue. I've listed my Display and Main classes.
public static 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_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(800, 500, "Game Indev", 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);
}
And my main class is here:
// The window handle
public static void main(String[] args) {
System.out.println(Version.getVersion());
Display.init();
Loader loader = new Loader();
Renderer renderer = new Renderer();
// This line checks the context and capabilities
GL.createCapabilities();
float[] vertices = {
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f
};
RawModel model = loader.loadToVao(vertices);
// Set the clear color initially
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
/*
THIS
IS
THE
MAIN
GAME
LOGIC
---------------------------------------------------------------------------------
*/
while ( !glfwWindowShouldClose(Display.window) ) {
GL11.glClearColor(GameState.stateR, GameState.stateG, GameState.stateB, GameState.stateA);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
renderer.renderModel(model);
glfwSwapBuffers(Display.window); // swap the color buffers
GameState.getStateInput();
GameState.renderGameState(loader, renderer);
glfwPollEvents();
}
//End of main loop -----------------------------------------------------------------
// Free the window callbacks and destroy the window
glfwFreeCallbacks(Display.window);
glfwDestroyWindow(Display.window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
// --------------------------------------------------------------------------------------------
I also have an image of what Im talking about.
Before resizing After resizing Obviously, I would want the quad to resize with the screen, making the fullscreen mode have a large quad in the middle, rather than the same size in the bottom left coordinates. How would I do this?
In order for the contents of the window to resize properly you need to respond to the resize of the window with:
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int argWidth, int argHeight) {
resizeWindow(argWidth, argHeight);
}
});
In resizeWindow(argWidth, argHeight) you need to set the viewport and to recalculate the projection matrix (only if you are using one).
private void resizeWindow(int argWidth, int argHeight) {
glViewport(0, 0, argWidth,argHeight);
adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
EDIT:
If you are using LWJGL 2 :
if (Display.wasResized()) {
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}