#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);
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10 sound");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
#include<windows.h>
#include<GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
void display()//宣告一個物件變數
{
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);
}
void mouse (int button, int state, int x, int y)
{
if(state==GLUT_DOWN)PlaySound("shot.wat",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 sound");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
會自己撥放CMP3的音樂
#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();
}


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