如何将我的OpenGL应用程序放入全屏模式?

问题描述:

我是新来的OpenGL,但我已经写了运行在一个窗口罚款的小型应用程序。现在我想全屏运行它。

有来自FAQ this,但它似乎需要GLUT,这是不开源的。将OpenGL应用程序放入全屏模式有什么好方法?目前在Windows XP上,但我将移植到其他平台。如何将我的OpenGL应用程序放入全屏模式?

+1

我敢肯定FreeGLUT是开源的。 – genpfault 2009-09-09 19:56:41

我假设你正在创建的OpenGL窗口的“硬办法”(通过win32)中

下面的代码从NeHe冰雹,该链接指向包含OpenGL窗口创建具有全屏支持教程:

的情况下,你的编译器没有定义CDS_FULLSCREEN,添加:

#define CDS_FULLSCREEN 4 

在您的应用程序的顶部。

if (fullscreen) 
    { 
DEVMODE dmScreenSettings;     // Device Mode 
     memset(&dmScreenSettings,0,sizeof(dmScreenSettings));  // Makes Sure Memory's Cleared 
     dmScreenSettings.dmSize=sizeof(dmScreenSettings);  // Size Of The Devmode Structure 
     dmScreenSettings.dmPelsWidth = width;   // Selected Screen Width 
     dmScreenSettings.dmPelsHeight = height;   // Selected Screen Height 
     dmScreenSettings.dmBitsPerPel = bits;    // Selected Bits Per Pixel 
     dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; 
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. 
     if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) 
     { 
// If The Mode Fails, Offer Two Options. Quit Or Run In A Window. 
      if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) 
      {(...) 
+0

谢谢!尝试过......有效,有点。我用(宽度,高度)=(640,480),实际上Windows进入640x480模式,但我的窗口并没有占用整个屏幕,并且尽管代码段中有评论,但开始栏仍然显示。 – 2009-09-09 16:43:44

+0

很高兴帮助,请将它标记为答案:) – Maciek 2009-09-09 16:44:43

+0

正如我所提到的,它只将屏幕放在640x480模式下。它没有做任何类似“全屏”的事情。尽管这是一个开始。 – 2009-09-09 17:14:10

这里是SDL是怎么做的(微软视窗):

// query desktop video settings 
DEVMODE SDL_desktop_mode; 
EnumDisplaySettings (NULL, ENUM_CURRENT_SETTINGS, &SDL_desktop_mode); 

settings.dmBitsPerPel = video->format->BitsPerPixel; 
settings.dmPelsWidth = width; 
settings.dmPelsHeight = height; 
settings.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL; 
// make sure to use monitor frequency that works in fullscreen 
if (width <= (int)SDL_desktop_mode.dmPelsWidth && 
    height <= (int)SDL_desktop_mode.dmPelsHeight) { 
     settings.dmDisplayFrequency = SDL_desktop_mode.dmDisplayFrequency; 
     settings.dmFields |= DM_DISPLAYFREQUENCY; 
     } 
changed = (ChangeDisplaySettings(&settings, CDS_FULLSCREEN) == DISP_CHANGE_SUCCESSFUL); 
if (! changed && (settings.dmFields & DM_DISPLAYFREQUENCY)) { 
    settings.dmFields &= ~DM_DISPLAYFREQUENCY; 
    changed = (ChangeDisplaySettings(&settings, CDS_FULLSCREEN) == DISP_CHANGE_SUCCESSFUL); 
} 

什么,当你设置全屏模式和你的目标分辨率不是桌面分辨率是确保你使用了正确的监视器频率SDL做通过简单地告诉司机应用在桌面已经使用(运行在全屏模式,所以它的刷新频率将在全屏模式下分辨率无关)频率全屏模式。

Maciek的答案应该工作。你只需要NeHe教程的完整源代码。

有参与像调整窗口大小为全屏,覆盖了启动栏服用的所有的小细节照顾更多来源。这里是我的一个应用程序的CreateGLWindow函数(NeHe方法的近似副本)。

inline BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) 
{ 
    GLuint  PixelFormat;   // Holds The Results After Searching For A Match 
    HINSTANCE hInstance;    // Holds The Instance Of The Application 
    WNDCLASS wc;      // Windows Class Structure 
    DWORD  dwExStyle;    // Window Extended Style 
    DWORD  dwStyle;    // Window Style 
    RECT  WindowRect;    // Grabs Rectangle Upper Left/Lower Right Values 
    WindowRect.left=(long)0;   // Set Left Value To 0 
    WindowRect.right=(long)width;  // Set Right Value To Requested Width 
    WindowRect.top=(long)0;    // Set Top Value To 0 
    WindowRect.bottom=(long)height;  // Set Bottom Value To Requested Height 

    SCREENWIDTH=width; 
    SCREENHEIGHT=height; 

    fullscreen=fullscreenflag;   // Set The Global Fullscreen Flag 

    hInstance   = GetModuleHandle(NULL);    // Grab An Instance For Our Window 
    wc.style   = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. 
    wc.lpfnWndProc  = (WNDPROC) WndProc;     // WndProc Handles Messages 
    wc.cbClsExtra  = 0;         // No Extra Window Data 
    wc.cbWndExtra  = 0;         // No Extra Window Data 
    wc.hInstance  = hInstance;       // Set The Instance 
    wc.hIcon   = LoadIcon(NULL, IDI_WINLOGO);   // Load The Default Icon 
    wc.hCursor   = LoadCursor(NULL, IDC_ARROW);   // Load The Arrow Pointer 
    wc.hbrBackground = NULL;         // No Background Required For GL 
    wc.lpszMenuName  = NULL;         // We Don't Want A Menu 
    wc.lpszClassName = "OpenGL";        // Set The Class Name 

    if (!RegisterClass(&wc))         // Attempt To Register The Window Class 
    { 
     MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;           // Return FALSE 
    } 

    if (fullscreen)            // Attempt Fullscreen Mode? 
    { 
     DEVMODE dmScreenSettings;        // Device Mode 
     memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared 
     dmScreenSettings.dmSize=sizeof(dmScreenSettings);  // Size Of The Devmode Structure 
     dmScreenSettings.dmPelsWidth = width;    // Selected Screen Width 
     dmScreenSettings.dmPelsHeight = height;    // Selected Screen Height 
     dmScreenSettings.dmBitsPerPel = bits;     // Selected Bits Per Pixel 
     dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; 

     // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. 
     if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) 
     { 
      // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. 
      if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) 
      { 
       fullscreen=FALSE;  // Windowed Mode Selected. Fullscreen = FALSE 
      } 
      else 
      { 
       // Pop Up A Message Box Letting User Know The Program Is Closing. 
       MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); 
       return FALSE;         // Return FALSE 
      } 
     } 
    } 

    if (fullscreen)            // Are We Still In Fullscreen Mode? 
    { 
     dwExStyle=WS_EX_APPWINDOW;        // Window Extended Style 
     dwStyle=WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN; // Windows Style 
     ShowCursor(FALSE);          // Hide Mouse Pointer 
    } 
    else 
    { 
     dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;      // Window Extended Style 
     dwStyle=WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN; // Windows Style 
    } 

    AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust Window To True Requested Size 

    // Create The Window 
    if (!(hWnd=CreateWindowEx( dwExStyle,       // Extended Style For The Window 
           "OpenGL",       // Class Name 
           title,        // Window Title 
           dwStyle |       // Defined Window Style 
           WS_CLIPSIBLINGS |     // Required Window Style 
           WS_CLIPCHILDREN,     // Required Window Style 
           0, 0,        // Window Position 
           WindowRect.right-WindowRect.left, // Calculate Window Width 
           WindowRect.bottom-WindowRect.top, // Calculate Window Height 
           NULL,        // No Parent Window 
           NULL,        // No Menu 
           hInstance,       // Instance 
           NULL)))        // Dont Pass Anything To WM_CREATE 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    static PIXELFORMATDESCRIPTOR pfd=    // pfd Tells Windows How We Want Things To Be 
    { 
     sizeof(PIXELFORMATDESCRIPTOR),    // Size Of This Pixel Format Descriptor 
     1,           // Version Number 
     PFD_DRAW_TO_WINDOW |      // Format Must Support Window 
     PFD_SUPPORT_OPENGL |      // Format Must Support OpenGL 
     PFD_DOUBLEBUFFER,       // Must Support Double Buffering 
     PFD_TYPE_RGBA,        // Request An RGBA Format 
     bits,          // Select Our Color Depth 
     0, 0, 0, 0, 0, 0,       // Color Bits Ignored 
     0,           // No Alpha Buffer 
     0,           // Shift Bit Ignored 
     0,           // No Accumulation Buffer 
     0, 0, 0, 0,         // Accumulation Bits Ignored 
     32,           // 16Bit Z-Buffer (Depth Buffer) 
     0,           // No Stencil Buffer 
     0,           // No Auxiliary Buffer 
     PFD_MAIN_PLANE,        // Main Drawing Layer 
     0,           // Reserved 
     0, 0, 0          // Layer Masks Ignored 
    }; 

    if (!(hDC=GetDC(hWnd)))       // Did We Get A Device Context? 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    if(!SetPixelFormat(hDC,PixelFormat,&pfd))  // Are We Able To Set The Pixel Format? 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    if (!(hRC=wglCreateContext(hDC)))    // Are We Able To Get A Rendering Context? 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    if(!wglMakeCurrent(hDC,hRC))     // Try To Activate The Rendering Context 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    ShowWindow(hWnd,SW_SHOW);      // Show The Window 
    SetForegroundWindow(hWnd);      // Slightly Higher Priority 
    SetFocus(hWnd);         // Sets Keyboard Focus To The Window 
    ReSizeGLScene(width, height);     // Set Up Our Perspective GL Screen 

    if (!InitGL())         // Initialize Our Newly Created GL Window 
    { 
     KillGLWindow();        // Reset The Display 
     MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); 
     return FALSE;        // Return FALSE 
    } 

    return TRUE;         // Success 
} 

这全包含在NeHe Lesson 1中。