Reputation: 31
Setting my GameWindow to fullscreen stretches it, how do I set it fullscreen without losing the original window resolution with the use of black bars?
This is my code:
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();
}
}
}
Upvotes: 1
Views: 473
Reputation: 211116
Use GL.Viewport
to set the viewport rectangle to a sub-area of the window. "Copy" operations as GL.Clear
are not affected by the rectangle of the viewport. Therefore, you also need to set a Scissors Test.
You need to know the current size of the window (current_w
, current_h
) and the original size of the window (original_w
, original_h
). Compute the aspect ration of the current window (current_aspect
) and the aspect ratio of the original window (original_aspect
):
double current_aspect = (double)current_w / current_h;
double original_aspect = (double)original_w / original_h;
Compute the sub-area and set the viewport and scissor rectnagle:
int w = (int)(current_w * original_aspect / current_aspect);
int x = (current_w - w) / 2;
GL.Scissor(x, 0, w, this.Size.Y);
GL.Viewport(x, 0, w, this.Size.Y);
Clear the entire window with the black color. Then restrict the viewport rectangle and enable the scissors test.
Note you must set the clear color (GL.ClearColor
) before the GL.Clear
instruction.
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, 0, current_w, current_h);
GL.ClearColor(0.0f, 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, 0, w, this.Size.Y);
GL.Viewport(x, 0, w, 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, y, this.Size.X, h);
}
GL.ClearColor(Color.CornflowerBlue);
GL.Clear(ClearBufferMask.ColorBufferBit);
// [...]
this.SwapBuffers();
}
Upvotes: 1