fix: viewport not resizing with window/widget
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9932f2ed53
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f9683a69be
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@ -24,6 +24,7 @@ void processInput(GLFWwindow* window);
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void mouseCallback(GLFWwindow* window, double xpos, double ypos);
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// void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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void resizeCallback(GLFWwindow* window, int width, int height);
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std::shared_ptr<Part> lastPart;
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@ -35,12 +36,13 @@ int main() {
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glfwSetKeyCallback(window, keyCallback);
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glfwSetMouseButtonCallback(window, mouseButtonCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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glfwSetFramebufferSizeCallback(window, resizeCallback);
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glfwMakeContextCurrent(window);
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glewInit();
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simulationInit();
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renderInit(window);
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renderInit(window, 1200, 900);
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// Baseplate
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workspace->AddChild(Part::New({
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@ -205,3 +207,8 @@ void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods
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if (key == GLFW_KEY_E && action == GLFW_PRESS) mode = 1; // Enlarge
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if (key == GLFW_KEY_R && action == GLFW_PRESS) mode = 2;
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}
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void resizeCallback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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setViewport(width, height);
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}
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@ -21,14 +21,18 @@ MainGLWidget::MainGLWidget(QWidget* parent): QOpenGLWidget(parent) {
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void MainGLWidget::initializeGL() {
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glewInit();
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renderInit(NULL);
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renderInit(NULL, width(), height());
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}
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extern int vpx, vpy;
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void MainGLWidget::resizeGL(int w, int h) {
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// Update projection matrix and other size related settings:
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// m_projection.setToIdentity();
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// m_projection.perspective(45.0f, w / float(h), 0.01f, 100.0f);
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// ...
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// glViewport(0, 0, w, h);
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setViewport(w, h);
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}
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void MainGLWidget::paintGL() {
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@ -28,8 +28,11 @@ extern Camera camera;
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Skybox* skyboxTexture = NULL;
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Texture3D* studsTexture = NULL;
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 1200, 900);
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static int viewportWidth, viewportHeight;
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void renderInit(GLFWwindow* window, int width, int height) {
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viewportWidth = width, viewportHeight = height;
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glViewport(0, 0, width, height);
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initMeshes();
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@ -64,7 +67,7 @@ void renderParts() {
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// shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 100.0f);
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glm::mat4 view = camera.getLookAt();
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shader->set("projection", projection);
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shader->set("view", view);
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@ -126,7 +129,7 @@ void renderSkyBox() {
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skyboxShader->use();
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 100.0f);
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// Remove translation component of view, making us always at (0, 0, 0)
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glm::mat4 view = glm::mat4(glm::mat3(camera.getLookAt()));
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@ -146,3 +149,7 @@ void render(GLFWwindow* window) {
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renderSkyBox();
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renderParts();
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}
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void setViewport(int width, int height) {
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viewportWidth = width, viewportHeight = height;
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include <GLFW/glfw3.h>
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void renderInit(GLFWwindow* window);
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void renderInit(GLFWwindow* window, int width, int height);
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void render(GLFWwindow* window);
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void setViewport(int width, int height);
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