電腦圖學
(1)主題:鍵盤
(2)主題:聲音、音樂WAV、MP3
程式碼如下:
#include <windows.h>///(3)因為一些基礎windows型別,要在mmsystem.h之前
#include <mmsystem.h>///(1)Multimedia System裡面有聲音的函式
//using namespace std;
int main()
{
PlaySoundA("C:\\Users\\user\\Downloads\\lightning.wav",NULL,SND_SYNC);
}
加入printf下去的話
程式碼如下:
#include <windows.h>///(3)因為一些基礎windows型別,要在mmsystem.h之前
#include <mmsystem.h>///(1)Multimedia System裡面有聲音的函式
#include <stdio.h>
//using namespace std;
int main()
{
printf("之前\n");///現在測一下printf()
PlaySoundA("C:\\Users\\user\\Downloads\\lightning.wav",NULL,SND_SYNC);
printf("中間\n");///現在測一下printf()
PlaySoundA("C:\\Users\\user\\Downloads\\rain.wav",NULL,SND_SYNC);
int n;
printf("最後要讀入一個數字,才會結束\n");///現在測一下printf()
scanf("%d",n);
///播放聲音Play Sound ASCII英文的檔名...
}
TODO:在Google Chrome下載freeglut(window的mingw版)
https://www.transmissionzero.co.uk/software/freeglut-devel/ 並把他解壓縮到桌面
之後再把解壓縮的freeglut資料夾打開來,並找到lib資料夾
再把lib裡面的libfreeglut.a複製成libglut32.a
137行加入#include <mmsystem.h>
140行加入聲音來源
順序:聲音播完再圖形出來
140行加入聲音來源
順序:聲音播完再圖形出來
如下圖所示
接下來利用程式碼彈鋼琴
在94行打#include <mmsystem.h>
接下來再97行打
if(key=='1') PlaySoundA("C:\\Users\\user\\Downloads\\do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySoundA("C:\\Users\\user\\Downloads\\re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySoundA("C:\\Users\\user\\Downloads\\mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySoundA("C:\\Users\\user\\Downloads\\fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySoundA("C:\\Users\\user\\Downloads\\so.wav",NULL,SND_ASYNC);
在94行打#include <mmsystem.h>
接下來再97行打
if(key=='1') PlaySoundA("C:\\Users\\user\\Downloads\\do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySoundA("C:\\Users\\user\\Downloads\\re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySoundA("C:\\Users\\user\\Downloads\\mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySoundA("C:\\Users\\user\\Downloads\\fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySoundA("C:\\Users\\user\\Downloads\\so.wav",NULL,SND_ASYNC);
完整程式碼如下:
/*
* 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"///(1)雙引號,先找出自己現在的目錄,Class for MP3 by MCI方法
///CMP3_MCI mp3;
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
if(key=='1') PlaySoundA("C:\\Users\\user\\Downloads\\many.wma",NULL,SND_ASYNC);
if(key=='2') PlaySoundA("C:\\Users\\user\\Downloads\\re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySoundA("C:\\Users\\user\\Downloads\\mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySoundA("C:\\Users\\user\\Downloads\\fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySoundA("C:\\Users\\user\\Downloads\\so.wav",NULL,SND_ASYNC);
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 */
#include "CMP3_MCI.h"///(1)雙引號,先找出自己現在的目錄,Class for MP3 by MCI方法
CMP3_MCI myMP3;///(2)宣布一個我們要用的物件
#include <mmsystem.h>
int main(int argc, char *argv[])
{
myMP3.Load("C:\\Users\\user\\Downloads\\many.wma");
myMP3.Play();
///(2)現在加PlaySoundA(...)
PlaySoundA("C:\\Users\\user\\Downloads\\lightning.wav",NULL,SND_SYNC);
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;
}
(3)複習:階層 T-R-T骨架
(4)作業:能操控的機器人
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