2.把CODEBLOCKS Project.cbp檔改
notpad++(working-dir"..."改成.)
3.把freeglut\bin\freeglut32.dll(複製到目錄
)
使用MP3
#include <mmsystem.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
int main(int argc, char *argv[])
{
myMP3.Load("123.mp3");
myMP3.Play();
計時器
void timer (int t)
{
glutTimerFunc(2000,timer,0);
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
glutTimerFunc(7000,timer,0);
內差公式
新*a+舊*(1-a)
#include <Gl/glut.h>
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 };
float angle=0;
float alpha=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(0.4,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.4,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
/* Program entry point */
#include <mmsystem.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
void timer (int t)
{
glutTimerFunc(500,timer,t+1);
alpha=t/100.0;
angle= alpha*90+(1-alpha)*0;
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
int main(int argc, char *argv[])
{
///PlaySound("Shot.wav",NULL,SND_ASYNC);
///myMP3.Load("123.mp3");
///myMP3.Play();
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutTimerFunc(1000,timer,0);
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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