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  • windows屏幕保护程序opengl模板

    Visual Studio 2013 屏幕保护程序opengl模板

    ScreenSaver.cpp

    #define VC_EXTRALEAN
    
    #include <windows.h>
    #include <commctrl.h>
    #include <scrnsave.h>
    
    #include <time.h>
    #include <math.h>
    #include <string>
    #include <time.h>
    
    #include "resource.h"
    
    #include <glGLU.h>
    #include <glGL.h>
    #pragma comment(lib, "opengl32.lib")
    #pragma comment(lib, "glu32.lib")
    
    #pragma comment(lib, "scrnsavw.lib")
    #pragma comment (lib, "comctl32.lib")
    
    
    bool SetupOpenGL();
    
    void KillGL();
    
    void DrawGLScene();
    
    
    HDC					hDC = NULL;
    HGLRC				hRC = NULL;
    HWND				hWnd = NULL;
    HINSTANCE			hInstance;
    
    int uTimer;
    
    
    LONG WINAPI ScreenSaverProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
    {
    	// 处理屏幕保护消息
    	switch (message)
    	{
    	case WM_CREATE:
    		// 创建屏幕保护窗体消息 最先运行
    		hWnd = hwnd;
    		SetupOpenGL();
    		// 设置定时器 (间隔为16毫秒,为了每分钟刷新60次 (1000/60 = 16)
    		uTimer = SetTimer(hwnd, 1, 16, NULL);
    		return 0;
    
    	case WM_ERASEBKGND:
    		// 清除屏幕保护背景
    		// opengl不使用
    		return 0;
    
    
    	case WM_TIMER:
    		// 定时器消息
    		DrawGLScene();
    		return 0;
    
    
    	case WM_DESTROY:
    		// 销毁
    		KillTimer(hwnd, uTimer);
    		KillGL();
    		PostQuitMessage(0);
    		return 0;
    	}
    	return DefScreenSaverProc(hwnd, message, wparam, lparam);
    }
    
    
    
    BOOL WINAPI ScreenSaverConfigureDialog(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
    {
    	return true;
    }
    
    
    BOOL WINAPI RegisterDialogClasses(HANDLE hmodule)
    {
    	return true;
    }
    
    
    
    bool SetupOpenGL()
    {
    	GLuint PixelFormat;	
    
    	int width;
    	int height;
    
    	width = GetDeviceCaps(GetDC(NULL), HORZRES);
    	height = GetDeviceCaps(GetDC(NULL), VERTRES);	
    
    	RECT		WindowRect;				
    	WindowRect.left = (long)0;			
    	WindowRect.right = (long)width;		
    	WindowRect.top = (long)0;				
    	WindowRect.bottom = (long)height;		
    
    	//设置opengl上下文
    	static	PIXELFORMATDESCRIPTOR pfd =	
    	{
    		sizeof(PIXELFORMATDESCRIPTOR),		
    		1,						
    		PFD_DRAW_TO_WINDOW |					
    		PFD_SUPPORT_OPENGL |					
    		PFD_DOUBLEBUFFER,						
    		PFD_TYPE_RGBA,							
    		24,										
    		0, 0, 0, 0, 0, 0,						
    		0,										
    		0,										
    		0,											
    		0, 0, 0, 0,								
    		16,											  
    		0,									
    		0,										
    		PFD_MAIN_PLANE,							
    		0,										
    		0, 0, 0									
    	};
    
    	if (!(hDC = GetDC(hWnd)))							
    	{
    		KillGL();							
    		MessageBox(NULL, TEXT("Can't Create A GL Device Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
    		return FALSE;							
    	}
    
    	if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))	
    	{
    		KillGL();								
    		MessageBox(NULL, TEXT("Can't Find A Suitable PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
    		return FALSE;								
    	}
    
    	if (!SetPixelFormat(hDC, PixelFormat, &pfd))	
    	{
    		KillGL();						
    		MessageBox(NULL, TEXT("Can't Set The PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
    		return FALSE;							
    	}
    
    	if (!(hRC = wglCreateContext(hDC)))		
    	{
    		KillGL();							
    		MessageBox(NULL, TEXT("Can't Create A GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
    		return FALSE;						
    	}
    
    	if (!wglMakeCurrent(hDC, hRC))					
    	{
    		KillGL();						
    		MessageBox(NULL, TEXT("Can't Activate The GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
    		return FALSE;							
    	}
    
    	//透视矩阵
    	if (height == 0){ height = 1; }
    	glViewport(0, 0, width, height);					
    	glMatrixMode(GL_PROJECTION);					
    	glLoadIdentity();		
    	gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
    	glMatrixMode(GL_MODELVIEW);							
    	glLoadIdentity();								
    
    	//初始化opengl一些參数
    	glShadeModel(GL_SMOOTH);							
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				
    	glClearDepth(1.0f);								
    	glEnable(GL_DEPTH_TEST);						
    	glDepthFunc(GL_LEQUAL);								
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	
    
    	return TRUE;
    }
    
    
    void KillGL(GLvoid){
    	ChangeDisplaySettings(NULL, 0);					// If So Switch Back To The Desktop
    	if (hRC){										// Do We Have A Rendering Context?

    wglMakeCurrent(NULL, NULL); // Release The DC And RC Contexts wglDeleteContext(hRC); // Delete The RC hRC = NULL; // Set RC To NULL } ReleaseDC(hWnd, hDC); // Release The DC } void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(-1.5f, 0.0f, -6.0f); glBegin(GL_TRIANGLES); glVertex3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f); glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glEnd(); SwapBuffers(hDC); }


    模板代码托管在 https://github.com/tiancode/windows_opengl_screensaver_template


    版权声明:本文博主原创文章,博客,未经同意不得转载。

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  • 原文地址:https://www.cnblogs.com/bhlsheji/p/4907285.html
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