2019年5月9日 星期四

Week12_玄的筆記

Week12上課筆記

(1) 主題:鍵盤
(2) 主題:聲音,音樂
(3) 複習:階層 T-R-T骨架
(4) 作業:能操控的機器人

------------------------------------
如何播出音樂
下載Wav檔案 到資料夾
輸入下列程式碼
紅色框框處需要自行新增

----
//#include <iostream>
#include<windows.h>
#include<mmsystem.h>
//using namespace std;

int main()
{
    PlaySound("C:\\Users\\user\\Downloads\\ambul.wav",NULL,SND_SYNC);
///    cout << "Hello world!" << endl;
   /// return 0;
}
----

創建GLUT專案

一樣要在FreeGLUT創建流程
網址複製.....創建專案...

在第137行 加入兩行程式碼

制行後
先撥放音樂  --> 再開啟視窗
----------------
製作鋼琴
加入下列五行程式碼













還有鋼琴的音階檔案( do,re,mi,fa,so) . wav檔案
就可以彈鋼琴了
------------------------


播放自己的音樂 

在專案的資料夾 加入 CMP3_MCI.h 檔案

加入程式碼

將mp3檔案放到 指定路徑上面
("C:\\Users\\user\\Downloads\\MUSIC.mp3");

按下執行 就開始播放
------------------
下列為全部程式碼
/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}
#include"CMP3_MCI.h" ///雙引號,先找自己現在的目錄
CMP3_MCI myMP3; ///宣告一個我們要用的物件
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
    myMP3.Load("C:\\Users\\user\\Downloads\\MUSIC.mp3");
    myMP3.Play();
    ///if(key=='1') PlaySound("C:\\Users\\user\\Downloads\\music\\do.wav",NULL,SND_ASYNC);
    ///if(key=='2') PlaySound("C:\\Users\\user\\Downloads\\music\\re.wav",NULL,SND_ASYNC);
    ///if(key=='3') PlaySound("C:\\Users\\user\\Downloads\\music\\mi.wav",NULL,SND_ASYNC);
    ///if(key=='4') PlaySound("C:\\Users\\user\\Downloads\\music\\fa.wav",NULL,SND_ASYNC);
    ///if(key=='5') PlaySound("C:\\Users\\user\\Downloads\\music\\so.wav",NULL,SND_ASYNC);


12
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

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 };

/* Program entry point */

int main(int argc, char *argv[])
{

    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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);

    glutMainLoop();

    return EXIT_SUCCESS;
}
-------------------



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