1. 聲音音效
1. 開啟GLUT檔
2. 輸入程式碼
#include <windows.h>
int main()
{
PlaySound("pig.wav",NULL,SND_SYNC); ///SND_SYNC代表等待同步
}
3. 記得!!檔案要放在(in C:\Users\Administrator\Desktop\freeglut\bin)資料夾內
2. 做出do re mi fa so
1. 更改程式碼
#include <windows.h>
#include <stdio.h>
int main()
{
char c;
while(1)
{
c = getchar();
if(c=='1') PlaySound("do.wav",NULL,SND_ASYNC); ///SND_ASYNC代表不等待同步
if(c=='2') PlaySound("re.wav",NULL,SND_ASYNC);
if(c=='3') PlaySound("mi.wav",NULL,SND_ASYNC);
if(c=='4') PlaySound("fa.wav",NULL,SND_ASYNC);
if(c=='5') PlaySound("so.wav",NULL,SND_ASYNC);
}
}
3. 茶壺 + 音效
1. 開啟GLUT檔
2. 輸入程式碼
----------------------------------------------------------------------------------------------------------github
3. 如圖
4. 加入滑鼠射擊音效
1. 輸入程式碼
----------------------------------------------------------------------------------------------------------github
2. 如圖
----------------------------------------------------------------------------------------------------------github
注意!!!
#include "CMP3_MCI.h"CMP3_MCI mp3;int main(int argc,char **argv){mp3.Load("music.mp3"); ///音樂要放在檔案的資料夾內mp3.Play();}
2. 如圖
6. 打光
1. 輸入程式碼
----------------------------------------------------------------------------------------------------------github
注意!!!
#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}; ///y軸負數會變成鬼片效果
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("08160130");
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();
}
2. 如圖




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