2021年4月26日 星期一

Week-10

 這周上課有兩個主題 打光和聲音

第一節先教的是聲音




SND_SYNC是要等待同步 播完才繼續 為了不讓他等待改用SND_ASYNC就不用等他播完


點擊播放聲音

#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);
}//按下播放一次聲音
int main(int argc,char **argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}

播放MP3音樂

#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h" //在檔案夾中放入CMP3_MCI.h
CMP3_MCI mp3;
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)
{
    mp3.Load("music.mp3");
    mp3.Play();
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week10");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}

接下來是打光




#include <windows.h>
#include <GL/glut.h>
void display()//茶壺樣式
{
    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 };
///改變光的位置

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");

    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();
}

如果把光換方向如下圖所示



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