2021年4月26日 星期一

缺錢week10

 #include <windows.h>

#include <GL/glut.h>

void display()

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutSolidTeapot(0.3);

    glutSwapBuffers();

}

void keyboard(unsigned char key,int x,int y)

{

    if(key=='1')PlaySound("do.wav",NULL,SND_ASYNC);

    if(key=='2')PlaySound("re.wav",NULL,SND_ASYNC);

    if(key=='3')PlaySound("mi.wav",NULL,SND_ASYNC);

    if(key=='4')PlaySound("fa.wav",NULL,SND_ASYNC);

    if(key=='5')PlaySound("so.wav",NULL,SND_ASYNC);

}

void mouse(int button,int state,int x,int y)

{

    if(state==GLUT_DOWN) PlaySound("shot.wav",NULL,SND_ASYNC);

}

int main(int argc,char **argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week10 sound");


    glutDisplayFunc(display);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMainLoop();

}

音效



光線


#include <GL/glut.h>

void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutSolidTeapot(0.3);

    glutSwapBuffers();

}

    const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };

    const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };


    const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

    const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

    const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat high_shininess[] = { 100.0f };

int main(int argc, char *argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week10 light");


    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);


    glEnable(GL_LIGHT0);

    glEnable(GL_NORMALIZE);

    glEnable(GL_COLOR_MATERIAL);

    glEnable(GL_LIGHTING);


    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);

    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);

    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

    glLightfv(GL_LIGHT0, GL_POSITION, light_position);


    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);

    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);

    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);

    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);


    glutDisplayFunc(display);

    glutMainLoop();


    return EXIT_SUCCESS;

}



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