🌠Week10
✨播放聲音
🧷程式
#include <windows.h>
int main()//檔案須放在freeglut\bin
{
PlaySound("pig.wav", NULL ,SND_SYNC);//(檔案,空值,撥放方式)
}
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✨鍵盤控制聲音
🧷程式
#include <windows.h>
#include <stdio.h>
int main()
{
char c;
while(1)
{
c=getchar();
if(c=='1')PlaySound("do.wav", NULL ,SND_ASYNC);
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);
}
}
///SND_ASYNC不等待同步 SND_SYNC等音樂停止後播放下一首
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✨簡易鋼琴
🧷程式
#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);
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
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✨點擊播放聲音
🧷程式
#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();
}
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✨播放mp3音樂
🧷程式
#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();
}
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✨打光
🧷程式
///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();
}
📍不同方向的光





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