如何解决将我的 GameWindow 设置为全屏会将其拉伸到桌面分辨率
将我的 GameWindow 设置为全屏会拉伸它,如何在不丢失原始窗口分辨率的情况下使用黑条将其设置为全屏?
这是我的代码:
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.GraphicslibraryFramework;
using OpenTK.Windowing.Desktop;
using System.Drawing;
namespace OnlineGame
{
public class Game : GameWindow
{
public Game(GameWindowSettings gameWindowSettings,NativeWindowSettings nativeWindowSettings)
: base(gameWindowSettings,nativeWindowSettings)
{
WindowState = WindowState.Fullscreen;
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (KeyboardState.IsKeyDown(Keys.Escape))
{
Close();
}
base.OnUpdateFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.ClearColor(Color.CornflowerBlue);
this.SwapBuffers();
}
}
}
解决方法
使用 GL.Viewport
将视口矩形设置为窗口的子区域。 GL.Clear
的“复制”操作不受视口矩形的影响。因此,您还需要设置一个 Scissors Test。
您需要知道窗口的当前大小(current_w
,current_h
)和窗口的原始大小(original_w
,original_h
)。计算当前窗口的纵横比(current_aspect
)和原始窗口的纵横比(original_aspect
):
double current_aspect = (double)current_w / current_h;
double original_aspect = (double)original_w / original_h;
计算子区域并设置视口和剪刀矩形:
int w = (int)(current_w * original_aspect / current_aspect);
int x = (current_w - w) / 2;
GL.Scissor(x,w,this.Size.Y);
GL.Viewport(x,this.Size.Y);
用黑色清除整个窗口。然后限制视口矩形并启用剪刀测试。
请注意,您必须在 GL.ClearColor
指令之前设置清除颜色 (GL.Clear
)。
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (KeyboardState.IsKeyDown(Keys.Escape))
{
Close();
}
base.OnUpdateFrame(e);
int original_w = ...;
int original_h = ...;
int current_w = this.Size.X;
int current_h = this.Size.Y;
double current_aspect = (double)current_w / current_h;
double original_aspect = (double)original_w / original_h;
GL.Disable(EnableCap.ScissorTest);
GL.Viewport(0,current_w,current_h);
GL.ClearColor(0.0f,0.0f,0.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.Enable(EnableCap.ScissorTest);
if (current_aspect > original_aspect)
{
int w = (int)(current_w * original_aspect / current_aspect);
int x = (current_w - w) / 2;
GL.Scissor(x,this.Size.Y);
GL.Viewport(x,this.Size.Y);
}
else
{
int h = (int)(current_h * current_aspect / original_aspect);
int y = (current_h - h) / 2;
GL.Scissor(0,y,this.Size.X,h);
GL.Viewport(0,h);
}
GL.ClearColor(Color.CornflowerBlue);
GL.Clear(ClearBufferMask.ColorBufferBit);
// [...]
this.SwapBuffers();
}
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