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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