2018年5月14日 星期一

WEEK12

1.File-New-Project,GULT專安
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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