如何防止GLFW窗口在创建中显示正确?



我正在使用LWJGL3创建一个3D游戏,我希望窗口加载在后台并隐藏,等待我的游戏设置,然后才显示。我的问题是,即使我在GLFW.glfwCreateWindow(width, height, title, isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);之后立即调用GLFW.glfwHideWindow(window)窗口闪烁,然后加载游戏,然后显示(当我想要)。如何防止窗户闪烁?也许我只是改变GLFW.glfwCreateWindow中的一个参数?

我的代码:窗口类:

package renderEngine.io;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjglx.util.vector.Vector3f;
public class Window {
private int width, height;
private String title;
private long window;
private int frames;
private static long time;
private Input input;
private Vector3f background = new Vector3f(0, 0, 0);
private GLFWWindowSizeCallback sizeCallback;
private boolean isResized;
private boolean isFullscreen;
private int[] windowPosX = new int[1], windowPosY = new int[1];

public Window(int width, int height, String title) {
this.width = width;
this.height = height;
this.title = title;
}
public static void initLWJGL() {
if (!GLFW.glfwInit()) {
System.err.println("ERROR: GLFW wasn't initializied");
return;
}
}
public void create() {
initLWJGL();
input = new Input();
window = GLFW.glfwCreateWindow(width, height, title, isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);
if (window == 0) {
System.err.println("ERROR: Window wasn't created");
return;
}
GLFW.glfwHideWindow(window);
GLFWVidMode videoMode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor());
windowPosX[0] = (videoMode.width() - width) / 2;
windowPosY[0] = (videoMode.height() - height) / 2;
GLFW.glfwSetWindowPos(window, windowPosX[0], windowPosY[0]);
GLFW.glfwMakeContextCurrent(window);
GL.createCapabilities();
GL11.glEnable(GL11.GL_DEPTH_TEST);
createCallbacks();
GLFW.glfwSwapInterval(1);
time = System.currentTimeMillis();
}
public void setVisible(boolean visible) {
if (visible) {
GLFW.glfwShowWindow(window);
}else {
GLFW.glfwHideWindow(window);
}
}
private void createCallbacks() {
sizeCallback = new GLFWWindowSizeCallback() {
public void invoke(long window, int w, int h) {
width = w;
height = h;
isResized = true;
}
};

GLFW.glfwSetKeyCallback(window, input.getKeyboardCallback());
GLFW.glfwSetCursorPosCallback(window, input.getMouseMoveCallback());
GLFW.glfwSetMouseButtonCallback(window, input.getMouseButtonsCallback());
GLFW.glfwSetScrollCallback(window, input.getMouseScrollCallback());
GLFW.glfwSetWindowSizeCallback(window, sizeCallback);
}

public void update() {
if (isResized) {
GL11.glViewport(0, 0, width, height);
isResized = false;
}
GL11.glClearColor(background.getX(), background.getY(), background.getZ(), 1.0f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GLFW.glfwPollEvents();
frames++;
if (System.currentTimeMillis() > time + 1000) {
GLFW.glfwSetWindowTitle(window, title + " | FPS: " + frames);
time = System.currentTimeMillis();
frames = 0;
}
}

public void swapBuffers() {
GLFW.glfwSwapBuffers(window);
}

public boolean shouldClose() {
return GLFW.glfwWindowShouldClose(window);
}

public void destroy() {
input.destroy();
sizeCallback.free();
GLFW.glfwWindowShouldClose(window);
GLFW.glfwDestroyWindow(window);
GLFW.glfwTerminate();
}

public void setBackgroundColor(float r, float g, float b) {
background.set(r, g, b);
}
public boolean isFullscreen() {
return isFullscreen;
}
public void setFullscreen(boolean isFullscreen) {
this.isFullscreen = isFullscreen;
isResized = true;
if (isFullscreen) {
GLFW.glfwGetWindowPos(window, windowPosX, windowPosY);
GLFW.glfwSetWindowMonitor(window, GLFW.glfwGetPrimaryMonitor(), 0, 0, width, height, 0);
} else {
GLFW.glfwSetWindowMonitor(window, 0, windowPosX[0], windowPosY[0], width, height, 0);
}
}

public void mouseState(boolean lock) {
GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, lock ? GLFW.GLFW_CURSOR_DISABLED : GLFW.GLFW_CURSOR_NORMAL);
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public String getTitle() {
return title;
}
public long getWindow() {
return window;
}
}

主类:

package main;
import java.util.Calendar;
import org.lwjglx.util.vector.Vector3f;
import entities.Camera;
import entities.Light;
import gameplay.Car;
import models.RawModel;
import models.TexturedModel;
import renderEngine.Loader;
import renderEngine.MasterRenderer;
import renderEngine.OBJLoader;
import renderEngine.io.Window;
import shaders.StaticShader;
import terrains.Terrain;
import textures.ModelTexture;
import textures.TerrainTexture;
import textures.TerrainTexturesPack;
public class Main{
public static Window window = new Window(1000, 600, "Driving Game");
public static void main(String[] args) {
Light light = new Light(new Vector3f(3, -2, -20), new Vector3f(1, 1, 1));
Loader loader = new Loader();
Camera camera = new Camera(null);
camera.setAngleAround(180);
camera.setPitch(20);
camera.setDistance(10);
Car myCar = new Car(null, new Vector3f(0,0,0),0,0,0,1f);
myCar.setBonus_height(0.5f);
myCar.setBonus_rotation(new Vector3f(0, -90, 0));
camera.setPlayer(myCar);
window.create();
TexturedModel carTexturedModel = loadTexturedModel(loader, "/models/cars/Car1.obj", "/models/cars/texture.png");
myCar.setModel(carTexturedModel);
Terrain terrain = new Terrain(0, -1, loader, 
new TerrainTexturesPack(new TerrainTexture(loader.loadTexture("/res/1/grassy")),
new TerrainTexture(loader.loadTexture("/res/1/dirt")), 
new TerrainTexture(loader.loadTexture("/res/1/pinkFlowers")), 
new TerrainTexture(loader.loadTexture("/res/1/path"))), 
new TerrainTexture(loader.loadTexture("/res/1/blendMap")), "/res/heightmap");
StaticShader shader = new StaticShader();
MasterRenderer masterRenderer = new MasterRenderer(loader);
Calendar c = Calendar.getInstance();
int frames = 0;
window.setVisible(true);
while(!window.shouldClose()){
window.update();
frames++;
camera.move();
myCar.move(terrain);
shader.start();
masterRenderer.proccessTerrain(terrain);
masterRenderer.proccessEntity(myCar);
masterRenderer.render(light, camera);
shader.stop();
window.swapBuffers();
}
System.out.println("The game run at "
+ ((double)frames/(Calendar.getInstance().getTimeInMillis() - c.getTimeInMillis())*1000) + " FPS");
shader.cleanUp();
loader.cleanUp();
masterRenderer.cleanUp();
window.destroy();
}
public static TexturedModel loadTexturedModel(Loader loader, String objFile, String textureFile) {
RawModel rawModel = OBJLoader.loadObjModel(objFile, loader);
ModelTexture modelTexture = new ModelTexture(loader.loadTexture(textureFile));
TexturedModel texturedModel = new TexturedModel(rawModel, modelTexture);
return texturedModel;
}
}

注意:我必须在将模型加载到VAO之前创建窗口,所以我不能将window.create()方法移动到低于它所在的位置。谢谢你的回答!

创建一个隐藏窗口。参见GLFW -窗口可见性。在创建窗口之前设置GLFW_VISIBLE属性

GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
window = GLFW.glfwCreateWindow(width, height, title, 
isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);

相关内容

  • 没有找到相关文章

最新更新