reactos/rosapps/applications/screensavers/ssstars/ssstars.c

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/*
* Star field screensaver
*
* Copyright 2011 Carlo Bramini
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <tchar.h>
#include <scrnsave.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "resource.h"
#include "settings.h"
#define FAR_PLANE -80.0f
#define NEAR_PLANE 3.0f
#define GAP 0.0f
#define FIELD_WIDTH 50.f
#define FIELD_HEIGHT 45.f
#define FIELD_DEPTH (NEAR_PLANE - FAR_PLANE + GAP)
#define STAR_RED 0.f
#define STAR_GREEN 0.f
#define STAR_BLUE 0.10f
#define STAR_TAIL 0.9f
typedef struct {
float x1;
float y1;
float x2;
float y2;
float z;
} VERTEX;
static VERTEX Vertex[MAX_STARS];
static HGLRC hRC; // Permanent Rendering Context
static HDC hDC; // Private GDI Device Context
static float fAngle;
static GLuint glStarTex;
// Light position
static GLfloat g_light_position[4] = {
0.0f, 0.0f, 3.0f, 1.0f
};
static PIXELFORMATDESCRIPTOR pfd= // Pixel Format Descriptor
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number (?)
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
16, // Select A 16Bit Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored (?)
0, // No Alpha Buffer
0, // Shift Bit Ignored (?)
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored (?)
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer (?)
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved (?)
0, 0, 0 // Layer Masks Ignored (?)
};
static HBITMAP CreateStarBitmap(HWND hWnd, HDC hDC)
{
BITMAPINFO bi;
LPBYTE lpBits;
LPBYTE *lppBits;
HBITMAP hTextBmp, hFileBmp;
HDC hTextDC, hFileDC;
HGDIOBJ hOldText, hOldFile;
UINT i;
DWORD *Ptr32;
BITMAP bm;
HINSTANCE hInstance;
// Get instance for loading the texture
hInstance = (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE);
// Load the texture
hFileBmp = (HBITMAP)
LoadImage(
hInstance,
MAKEINTRESOURCE(IDB_STAR),
IMAGE_BITMAP,
0, 0,
LR_CREATEDIBSECTION | LR_DEFAULTSIZE
);
// Get texture specs
GetObject(hFileBmp, sizeof(BITMAP), &bm);
// Allocate new 32 bit texture
ZeroMemory(&bi, sizeof(bi));
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bi.bmiHeader.biWidth = bm.bmWidth;
bi.bmiHeader.biHeight = -bm.bmHeight;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biBitCount = 32;
bi.bmiHeader.biCompression = BI_RGB;
// Makes GCC happy ;-|
lppBits = &lpBits;
hTextBmp = CreateDIBSection(hDC,
(BITMAPINFO*)&bi,
DIB_RGB_COLORS,
(void**)lppBits,
NULL,
0);
// Save new texture specs
// GetObject(hTextBmp, sizeof(BITMAP), &bmStarTex);
// bmStarTex.bmBits = lpBits;
// Copy 24 bit texture in 32 texture
hTextDC = CreateCompatibleDC(hDC);
hFileDC = CreateCompatibleDC(hDC);
hOldText = SelectObject(hTextDC, hTextBmp);
hOldFile = SelectObject(hFileDC, hFileBmp);
BitBlt(hTextDC, 0, 0, bm.bmWidth, bm.bmHeight, hFileDC, 0, 0, SRCCOPY);
SelectObject(hTextDC, hOldText);
SelectObject(hFileDC, hOldFile);
DeleteDC(hTextDC);
DeleteDC(hFileDC);
// Delete 24 bit texture
DeleteObject(hFileBmp);
GetObject(hTextBmp, sizeof(BITMAP), &bm);
// Apply ALPHA channel to new texture
for (Ptr32=(DWORD *)lpBits, i=0; i < (UINT)(bm.bmWidth * bm.bmHeight); i++)
{
DWORD Color = Ptr32[i] & 0x00FFFFFF;
DWORD Alpha = Color & 0xFF;
Color |= Alpha << 24;
Ptr32[i] = Color;
}
return hTextBmp;
}
static void InitGL(HBITMAP hStarTex)
{
BITMAP bm;
unsigned int i;
float xp, yp, zp;
// set the GL clear color - use when the color buffer is cleared
glClearColor(STAR_RED, STAR_GREEN, STAR_BLUE, STAR_TAIL);
if (Settings.bSmoothShading)
// set the shading model to 'smooth'
glShadeModel( GL_SMOOTH );
else
// set the shading model to 'flat'
glShadeModel( GL_FLAT );
// set GL to render front of polygons
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
// enable depth test
glDisable( GL_DEPTH_TEST );
// enable lighting
glEnable( GL_LIGHTING );
// enable lighting for front
glLightModeli( GL_FRONT, GL_TRUE );
// material have diffuse and ambient lighting
glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
// enable color
glEnable( GL_COLOR_MATERIAL );
// enable light 0
glEnable( GL_LIGHT0 );
// set light attenuation
glLightf( GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.01f); //0.01f );
glLightf( GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.01f); //0.2f );
glLightf( GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f); //0.001f );
// clear the color buffer once
glClear( GL_COLOR_BUFFER_BIT );
// randomly generate
srand( time( NULL ) );
// Initialize *ALL* stars vertexes (not just programmed ones).
for (i = 0; i < MAX_STARS; i++)
{
xp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_WIDTH;
yp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_HEIGHT;
zp = ( (float) rand() / RAND_MAX ) * FIELD_DEPTH + FAR_PLANE;
Vertex[i].x1 = -1.f + xp;
Vertex[i].y1 = -1.f + yp;
Vertex[i].x2 = 1.f + xp;
Vertex[i].y2 = 1.f + yp;
Vertex[i].z = zp;
}
glGenTextures(1, &glStarTex); // Create One Texture
// Create Linear Filtered Texture
glBindTexture(GL_TEXTURE_2D, glStarTex);
if (Settings.bEnableFiltering)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
// Get Texture properties
GetObject(hStarTex, sizeof(BITMAP), &bm);
// Create texture as a mipmap
#if 0
glTexImage2D(GL_TEXTURE_2D, 0, 4, bm.bmWidth, bm.bmHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, bm.bmBits);
#else
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, bm.bmWidth, bm.bmHeight, GL_RGBA, GL_UNSIGNED_BYTE, bm.bmBits);
#endif
// Disable Texture Mapping (background smoothing)
glDisable(GL_TEXTURE_2D);
if (Settings.bFinePerspective)
// Really Fast Perspective Calculations
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
else
// Really Nice Perspective Calculations
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// enable blending
glEnable( GL_BLEND );
}
static void
render(void)
{
unsigned int i;
float fSpin;
float fSpeed;
float xp, yp;
// Initialize current speed
fSpeed = (float)Settings.uiSpeed / 100.f;
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
switch (Settings.uiRotation) {
case ROTATION_LINEAR:
fAngle += fSpeed;
glRotatef( fAngle, 0.0f, 0.0f, 1.0f );
break;
case ROTATION_PERIODIC:
fAngle += fSpeed / 75.f;
fSpin = (float)(50. * cos(fAngle));
glRotatef( fSpin, 0.0f, 0.0f, 1.0f );
break;
}
glColor3ub(255, 255, 255);
glBegin(GL_QUADS); // Begin Drawing The Textured Quad
// Draw the stars
for (i = 0; i < Settings.uiNumStars; i++)
{
glTexCoord2f(0.0f, 0.0f); glVertex3f(Vertex[i].x1, Vertex[i].y1, Vertex[i].z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(Vertex[i].x2, Vertex[i].y1, Vertex[i].z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(Vertex[i].x2, Vertex[i].y2, Vertex[i].z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(Vertex[i].x1, Vertex[i].y2, Vertex[i].z);
// increment z
Vertex[i].z += fSpeed;
// check to see if passed view
if( Vertex[i].z > NEAR_PLANE + GAP ||
Vertex[i].z < FAR_PLANE )
{
xp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_WIDTH;
yp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_HEIGHT;
Vertex[i].x1 = -1.f + xp;
Vertex[i].y1 = -1.f + yp;
Vertex[i].x2 = 1.f + xp;
Vertex[i].y2 = 1.f + yp;
Vertex[i].z = FAR_PLANE;
}
}
glEnd(); // Done Drawing The Textured Quad
glDisable(GL_TEXTURE_2D); // Enable Texture Mapping
}
static LRESULT CALLBACK
OnCreate(HWND hWnd, WPARAM wParam, LPARAM lParam)
{
GLuint PixelFormat;
HBITMAP hStarTex;
LoadSettings();
// Gets A Device Context For The Window
hDC = GetDC(hWnd);
// Finds The Closest Match To The Pixel Format We Set Above
PixelFormat = ChoosePixelFormat(hDC, &pfd);
// No Matching Pixel Format?
if (!PixelFormat)
{
MessageBox(0, _T("Can't Find A Suitable PixelFormat."), _T("Error"),MB_OK | MB_ICONERROR);
// This Sends A 'Message' Telling The Program To Quit
PostQuitMessage(0);
return 0;
}
// Can We Set The Pixel Mode?
if (!SetPixelFormat(hDC, PixelFormat, &pfd))
{
MessageBox(0, _TEXT("Can't Set The PixelFormat."), _T("Error"), MB_OK | MB_ICONERROR);
// This Sends A 'Message' Telling The Program To Quit
PostQuitMessage(0);
return 0;
}
// Grab A Rendering Context
hRC = wglCreateContext(hDC);
// Did We Get One?
if (!hRC)
{
MessageBox(0, _T("Can't Create A GL Rendering Context."), _T("Error"), MB_OK | MB_ICONERROR);
// This Sends A 'Message' Telling The Program To Quit
PostQuitMessage(0);
return 0;
}
// Can We Make The RC Active?
if (!wglMakeCurrent(hDC, hRC))
{
MessageBox(0, _T("Can't Activate GLRC."), _TEXT("Error"), MB_OK | MB_ICONERROR);
// This Sends A 'Message' Telling The Program To Quit
PostQuitMessage(0);
return 0;
}
// Load star texture
hStarTex = CreateStarBitmap(hWnd, hDC);
// Initialize The GL Screen Using Screen Info
InitGL(hStarTex);
// Delete GDI object for texture
DeleteObject(hStarTex);
// Update screen every 10ms
SetTimer(hWnd, 1, 10, NULL);
// Initialize spinning angle
fAngle = 0.f;
return 0L;
}
static LRESULT CALLBACK
OnDestroy(HWND hWnd, WPARAM wParam, LPARAM lParam)
{
// Delete update timer
KillTimer(hWnd, 1);
// Disable Fullscreen Mode
ChangeDisplaySettings(NULL, 0);
// Make The DC Current
wglMakeCurrent(hDC, NULL);
// Kill The RC
wglDeleteContext(hRC);
// Free The DC
ReleaseDC(hWnd, hDC);
#ifdef _DEBUG_SSTARS
PostQuitMessage(0);
#endif
return 0L;
}
static LRESULT CALLBACK
OnPaint(HWND hWnd, WPARAM wParam, LPARAM lParam)
{
if (Settings.bDoBlending)
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// disable lighting
glDisable( GL_LIGHTING );
// blend in a polygon
glColor4f(STAR_RED, STAR_GREEN, STAR_BLUE, STAR_TAIL);
// Restore both model view and projection to identity
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// Blur the background
glBegin( GL_QUADS );
glVertex3f( -1.0f, -1.0f, -1.0f );
glVertex3f( -1.0f, 1.0f, -1.0f );
glVertex3f( 1.0f, 1.0f, -1.0f );
glVertex3f( 1.0f, -1.0f, -1.0f );
glEnd();
// Recover previous matrix
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// enable lighting
glEnable( GL_LIGHTING );
} else {
glClear(GL_COLOR_BUFFER_BIT);
}
// save the current matrix state, so transformation will
// not persist across displayFunc calls, since we
// will do a glPopMatrix() at the end of this function
glPushMatrix();
// render the scene
render();
// restore the matrix state
glPopMatrix();
// flush the buffer
glFlush();
// swap the double buffer
SwapBuffers(hDC);
// Clear redraw event
ValidateRect(hWnd, NULL);
return 0L;
}
static LRESULT CALLBACK
OnSize(HWND hWnd, WPARAM wParam, LPARAM lParam)
{
GLsizei w = LOWORD(lParam);
GLsizei h = HIWORD(lParam);
// map the view port to the entire client area
glViewport(0, 0, w, h);
// set the matrix mode to projection matrix
glMatrixMode(GL_PROJECTION);
// load the identity matrix
glLoadIdentity();
// set the perspective matrix
gluPerspective( 64.0, (GLdouble) w / (GLdouble)h, .1, 300.0 );
// set the matrix mode to the modelview matrix
glMatrixMode(GL_MODELVIEW);
// load the identity matrix into the modelview matrix
glLoadIdentity();
// set the 'camera'
gluLookAt( 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 2.0, 3.0 );
// set the position of the light
glLightfv( GL_LIGHT0, GL_POSITION, g_light_position );
return 0L;
}
LRESULT CALLBACK
ScreenSaverProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_CREATE:
return OnCreate(hWnd, wParam, lParam);
case WM_TIMER:
InvalidateRect(hWnd, NULL, FALSE);
return 0L;
case WM_DESTROY:
return OnDestroy(hWnd, wParam, lParam);
case WM_PAINT:
return OnPaint(hWnd, wParam, lParam);
case WM_SIZE: // Resizing The Screen
return OnSize(hWnd, wParam, lParam);
}
#ifdef _DEBUG_SSTARS
return DefWindowProc(hWnd, uMsg, wParam, lParam);
#else
return DefScreenSaverProc(hWnd, uMsg, wParam, lParam);
#endif
}
#ifdef _DEBUG_SSTARS
ATOM InitApp(HINSTANCE hInstance, LPCTSTR szClassName)
{
WNDCLASS wc;
ZeroMemory(&wc, sizeof(wc));
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = ScreenSaverProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = szClassName;
return RegisterClass(&wc);
}
HWND InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
TCHAR szClass[] = _T("CLASS");
TCHAR szTitle[] = _T("TITLE");
InitApp(hInstance, szClass);
hWnd = CreateWindow(
szClass,
szTitle,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
192*3, //CW_USEDEFAULT,
108*3, //CW_USEDEFAULT,
NULL,
NULL,
hInstance,
NULL);
if (hWnd)
{
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
}
return hWnd;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
MSG msg;
HWND hWnd;
HWND hDlg;
RegisterDialogClasses(hInstance);
hWnd = InitInstance(hInstance, nShowCmd);
hDlg = CreateDialog(hInstance, MAKEINTRESOURCE(DLG_SCRNSAVECONFIGURE), NULL, ScreenSaverConfigureDialog);
ShowWindow(hDlg, SW_SHOW);
UpdateWindow(hDlg);
for (;;)
{
if (GetMessage(&msg, NULL, 0, 0) <= 0)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
#endif