2可以放很多聲音進去。
3 加程式碼,跑出茶壺。
4 加程式碼
程式碼:
程式碼:
#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);
}
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();
}
#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);
}
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();
}
5 加程式碼:
#include <windows.h>
#include <GL/glut.h>
#include "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);
}
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 sound");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
#include <GL/glut.h>
#include "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);
}
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 sound");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
6 加入打光,讓茶壺變立體。
#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
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 };
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.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 sound");
#include <GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
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 };
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.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 sound");
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);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
7 改變打光位子
#include <windows.h>
#include <GL/glut.h>
#include "CMP3_MCI.h"
CMP3_MCI mp3;
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 }; 加負號
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 };
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.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 sound");
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);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}







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