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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 <gl\GLU.h> #include <gl\GL.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
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原文地址:http://www.cnblogs.com/bhlsheji/p/4907285.html