Week10
1.主題: 聲音 (音效、音樂)
打開codeblocks新增GLUT專案
程式碼:
#include <windows.h>
int main()
{
PlaySound("pig.wav",NULL, SND_SYNC);//檔案放在 bin 的目錄裡
}
!!!記得檔案放在 bin 的目錄裡!!!
進階:
#include <windows.h>
#include <stdio.h>
int main()
{
char c;
while(1){
c = getchar();
if(c=='1') PlaySound("do.wav",NULL, SND_ASYNC);//檔案放在bin的目錄裡
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是不等待同步
}
}
結合茶壺:
#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();
}
如下圖:
結合滑鼠:
#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 <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();
}
如下圖:
結合MP3:
#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();
}
如下圖:
2.主題:打光
程式碼:
#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();
}
執行如下圖:
調光線:
#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();
}
執行如下圖:
茶壺變亮變清楚了!!
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