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ce08340bab
All screensavers using the scrnsave library must be compiled with Unicode now. svn path=/trunk/; revision=32439
329 lines
9.8 KiB
C
329 lines
9.8 KiB
C
#include <windows.h>
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#include <scrnsave.h>
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#include <tchar.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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#include "resource.h"
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HINSTANCE hInstance; // Holds The Instance Of The Application
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GLuint texture[3]; //stores texture objects and display list
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LPCTSTR registryPath = _T("Software\\Microsoft\\ScreenSavers\\Butterflies");
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BOOL dRotate;
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struct object // Create A Structure Called Object
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{
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int tex; // Integer Used To Select Our Texture
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float x; // X Position
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float y; // Y Position
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float z; // Z Position
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float yi; // Y Increase Speed (Fall Speed)
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float spinz; // Z Axis Spin
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float spinzi; // Z Axis Spin Speed
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float flap; // Flapping Triangles :)
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float fi; // Flap Direction (Increase Value)
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};
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struct object obj[50];
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//object obj[50]; // Create 50 Objects Using The Object Structure
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void SetDefaults()
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{
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dRotate = TRUE;
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}
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void ReadRegistry(){
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LONG result;
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HKEY skey;
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DWORD valtype, valsize, val;
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SetDefaults();
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result = RegOpenKeyEx(HKEY_CURRENT_USER, registryPath, 0, KEY_READ, &skey);
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if(result != ERROR_SUCCESS)
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return;
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valsize=sizeof(val);
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result = RegQueryValueEx(skey, _T("Rotate"), 0, &valtype, (LPBYTE)&val, &valsize);
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if(result == ERROR_SUCCESS)
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dRotate = val;
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RegCloseKey(skey);
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}
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void WriteRegistry(){
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LONG result;
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HKEY skey;
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DWORD val, disp;
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result = RegCreateKeyEx(HKEY_CURRENT_USER, registryPath, 0, NULL, REG_OPTION_NON_VOLATILE, KEY_WRITE, NULL, &skey, &disp);
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if(result != ERROR_SUCCESS)
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return;
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val = dRotate;
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RegSetValueEx(skey, _T("Rotate"), 0, REG_DWORD, (CONST BYTE*)&val, sizeof(val));
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RegCloseKey(skey);
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}
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void SetObject(int loop) // Sets The Initial Value Of Each Object (Random)
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{
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obj[loop].tex=rand()%3; // Texture Can Be One Of 3 Textures
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obj[loop].x=rand()%34-17.0f; // Random x Value From -17.0f To 17.0f
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obj[loop].y=18.0f; // Set y Position To 18 (Off Top Of Screen)
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obj[loop].z=-((rand()%30000/1000.0f)+10.0f); // z Is A Random Value From -10.0f To -40.0f
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obj[loop].spinzi=(rand()%10000)/5000.0f-1.0f; // spinzi Is A Random Value From -1.0f To 1.0f
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obj[loop].flap=0.0f; // flap Starts Off At 0.0f;
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obj[loop].fi=0.05f+(rand()%100)/1000.0f; // fi Is A Random Value From 0.05f To 0.15f
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obj[loop].yi=0.001f+(rand()%1000)/10000.0f; // yi Is A Random Value From 0.001f To 0.101f
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}
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void LoadGLTextures() // Creates Textures From Bitmaps In The Resource File
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{
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HBITMAP hBMP; // Handle Of The Bitmap
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BITMAP BMP; // Bitmap Structure
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int loop;
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// The ID Of The 3 Bitmap Images We Want To Load From The Resource File
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byte Texture[]={ IDB_BUTTERFLY1, IDB_BUTTERFLY2, IDB_BUTTERFLY3 };
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glGenTextures(sizeof(Texture), &texture[0]); // Generate 3 Textures (sizeof(Texture)=3 ID's)
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for (loop=0; loop<sizeof(Texture); loop++) // Loop Through All The ID's (Bitmap Images)
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{
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hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL),MAKEINTRESOURCE(Texture[loop]), IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION);
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if (hBMP) // Does The Bitmap Exist?
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{ // If So...
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GetObject(hBMP,sizeof(BMP), &BMP); // Get The Object
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// hBMP: Handle To Graphics Object
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// sizeof(BMP): Size Of Buffer For Object Information
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// Buffer For Object Information
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glPixelStorei(GL_UNPACK_ALIGNMENT,4); // Pixel Storage Mode (Word Alignment / 4 Bytes)
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glBindTexture(GL_TEXTURE_2D, texture[loop]); // Bind Our Texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); // Mipmap Linear Filtering
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// Generate Mipmapped Texture (3 Bytes, Width, Height And Data From The BMP)
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, BMP.bmWidth, BMP.bmHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);
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}
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}
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}
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HGLRC InitOGLWindow(HWND hWnd)
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{
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HDC hDC = GetDC(hWnd);
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HGLRC hRC = 0;
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PIXELFORMATDESCRIPTOR pfd;
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int nFormat;
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ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR));
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pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
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pfd.cColorBits = 24;
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pfd.cDepthBits = 24;
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nFormat = ChoosePixelFormat(hDC, &pfd);
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DescribePixelFormat(hDC, nFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
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SetPixelFormat(hDC, nFormat, &pfd);
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hRC = wglCreateContext(hDC);
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wglMakeCurrent(hDC, hRC);
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ReleaseDC(hWnd, hDC);
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return hRC;
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}
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void InitOpenGL(GLsizei width, GLsizei height)
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{
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int loop;
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective (45.0f, (GLfloat)(width)/(GLfloat)(height),1.0f, 1000.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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// Start Of User Initialization
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LoadGLTextures(); // Load The Textures From Our Resource File
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glClearColor (0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth (1.0f); // Depth Buffer Setup
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glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glDisable(GL_DEPTH_TEST); // Disable Depth Testing
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glShadeModel (GL_SMOOTH); // Select Smooth Shading
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glBlendFunc(GL_ONE,GL_SRC_ALPHA); // Set Blending Mode (Cheap / Quick)
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glEnable(GL_BLEND);
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for (loop=0; loop<50; loop++) // Loop To Initialize 50 Objects
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{
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SetObject(loop); // Call SetObject To Assign New Random Values
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}
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}
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void Display()
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{
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int loop;
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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for (loop=0; loop<50; loop++) // Loop Of 50 (Draw 50 Objects)
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{
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glLoadIdentity (); // Reset The Modelview Matrix
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glBindTexture(GL_TEXTURE_2D, texture[obj[loop].tex]); // Bind Our Texture
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glTranslatef(obj[loop].x,obj[loop].y,obj[loop].z); // Position The Object
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glRotatef(45.0f,1.0f,0.0f,0.0f); // Rotate On The X-Axis
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if (dRotate)
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{
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glRotatef((obj[loop].spinz),0.0f,0.0f,1.0f); // Spin On The Z-Axis
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}
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glBegin(GL_TRIANGLES); // Begin Drawing Triangles
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// First Triangle _____
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glTexCoord2f(1.0f,1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); // (2)| / (1)
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glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f, 1.0f, obj[loop].flap); // | /
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glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); // (3)|/
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// Second Triangle
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glTexCoord2f(1.0f,1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); // /|(1)
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glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); // / |
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glTexCoord2f(1.0f,0.0f); glVertex3f( 1.0f,-1.0f, obj[loop].flap); // (2)/____|(3)
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glEnd(); // Done Drawing Triangles
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obj[loop].y-=obj[loop].yi; // Move Object Down The Screen
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obj[loop].spinz+=obj[loop].spinzi; // Increase Z Rotation By spinzi
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obj[loop].flap+=obj[loop].fi; // Increase flap Value By fi
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if (obj[loop].y<-18.0f) // Is Object Off The Screen?
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{
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SetObject(loop); // If So, Reassign New Values
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}
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if ((obj[loop].flap>1.0f) || (obj[loop].flap<-1.0f)) // Time To Change Flap Direction?
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{
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obj[loop].fi=-obj[loop].fi; // Change Direction By Making fi = -fi
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}
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}
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Sleep(15); // Create A Short Delay (15 Milliseconds)
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glFlush ();
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}
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BOOL AboutProc(HWND hdlg, UINT msg, WPARAM wpm, LPARAM lpm){
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switch(msg){
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case WM_CTLCOLORSTATIC:
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if(((HWND)lpm == GetDlgItem(hdlg, WEBPAGE1)) || ((HWND)lpm == GetDlgItem(hdlg, WEBPAGE2)))
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{
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SetTextColor((HDC)wpm, RGB(0,0,255));
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SetBkColor((HDC)wpm, (COLORREF)GetSysColor(COLOR_3DFACE));
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return((int)GetSysColorBrush(COLOR_3DFACE));
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}
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break;
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case WM_COMMAND:
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switch(LOWORD(wpm)){
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case IDOK:
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EndDialog(hdlg, LOWORD(wpm));
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break;
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case WEBPAGE1:
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ShellExecute(NULL, _T("open"), _T("http://nehe.gamedev.net"), NULL, NULL, SW_SHOWNORMAL);
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break;
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case WEBPAGE2:
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ShellExecute(NULL, _T("open"), _T("http://www.thaputer.com"), NULL, NULL, SW_SHOWNORMAL);
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break;
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}
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}
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return FALSE;
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}
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LRESULT WINAPI ScreenSaverProc(HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam)
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{
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static HGLRC hRC;
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static DWORD timer = 1;
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HDC hDC;
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RECT WindowRect;
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int width;
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int height;
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switch (message)
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{
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case WM_CREATE:
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ReadRegistry();
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hRC = InitOGLWindow(hWnd);
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GetClientRect (hWnd, &WindowRect);
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width = WindowRect.right - WindowRect.left;
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height = WindowRect.bottom - WindowRect.top;
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InitOpenGL(width,height);
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SetTimer(hWnd, timer, 5, NULL);
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break;
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case WM_TIMER:
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hDC = GetDC(hWnd);
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Display();
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SwapBuffers(hDC);
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ReleaseDC(hWnd, hDC);
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break;
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case WM_DESTROY:
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(hRC);
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break;
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}
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return DefScreenSaverProc(hWnd, message, wParam, lParam);
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}
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BOOL WINAPI ScreenSaverConfigureDialog(HWND hDlg, UINT message,
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WPARAM wParam, LPARAM lParam)
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{
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switch (message)
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{
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case WM_INITDIALOG:
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ReadRegistry();
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CheckDlgButton(hDlg, ROTATE, dRotate);
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return TRUE;
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case WM_COMMAND:
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switch (LOWORD(wParam))
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{
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case IDOK:
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dRotate = (IsDlgButtonChecked(hDlg, ROTATE) == BST_CHECKED);
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WriteRegistry();
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EndDialog(hDlg, TRUE);
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return TRUE;
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case IDCANCEL:
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EndDialog(hDlg, TRUE);
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break;
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case IDABOUT:
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DialogBox(hInstance, MAKEINTRESOURCE(IDD_DLG_ABOUT), hDlg, (DLGPROC)AboutProc);
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break;
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}
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}
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return FALSE;
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}
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BOOL WINAPI RegisterDialogClasses(HANDLE hInst)
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{
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return TRUE;
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}
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