2021年4月26日 星期一

是我是我詐騙 Week10

 

🔉 聲音 🔊


1.普通的撥放音檔




程式碼如下:


#include <windows.h>
int main()
{
    PlaySound("pig.wav",NULL,SND_SYNC);  ///檔案要放在bin
}



2.do-- re-- mi-- so--  


📢SND_SYNC 等待同步,會播完再繼續

📢SND_ASYNC 不等待同步,馬上下一行


程式碼如下:


#include <windows.h>
#include <stdio.h>   ///為了getchar
int main()
{
    char c;
    while(1)
    {
        c=getchar();
        PlaySound("do.wav",NULL,SND_ASYNC);
    }

}


3.不同按鍵不同 do-- re-- mi-- so-- 



程式碼如下:


#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);
    }

}




4.不用ENTER就能do-- re-- mi-- so-- 




程式碼如下:


#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|GL_DEPTH);
    glutCreateWindow("08160554");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
}



5.按滑鼠會有槍聲



程式碼如下:


#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);
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GL_DEPTH);
    glutCreateWindow("08160554");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}




6.播MP3



程式碼如下:


#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);
    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|GL_DEPTH);
    glutCreateWindow("08160554");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}


                 📢CMP3_MCI.h要放在檔案的資料夾





💡 打光 🔦




1.複製原本的檔案程式碼





程式碼如下:


#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|GL_DEPTH);
    glutCreateWindow("08160554");
    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.改變燈光角度




程式碼如下:


#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|GL_DEPTH);
    glutCreateWindow("08160554");
    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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