顯示具有 05161083_蕭家宜 標籤的文章。 顯示所有文章
顯示具有 05161083_蕭家宜 標籤的文章。 顯示所有文章

2018年6月4日 星期一

Week 15 ADDONE notes

主題: 學期內容回顧

glutSolidSphere(1,slices,stacks);
SolidSphere實心圓
(1,slices,stacks) : (半徑,切,切)

glutSolidCone(1,1,slices,stacks); 錐體
glutSolidTorus(0.2,0.8,slices,stacks);甜甜圈形

glutWireSphere(1,slices,stacks);空心圓

貼圖



音樂播放
void mouse (int button,int state, int x,int y);
{
     if(state==GLUT_DOWN) PlaySound("Shot.wav",NULL, SND_ASYNC);
}
//按滑鼠就會播聲音

音樂檔要放入 freeglut的bin裡面
moodle下載 CMP3_MCI.h 放在自己建立的coldblock檔裡就可以播MP3

myMP3.Load("123.mp3");
myMP3.play();

2018年5月28日 星期一

Week 14 ADDONE notes

主題:攝影機、投影矩陣

下載 [source][data][win32glut32.dll
[win32]解壓縮
glut32.dll [data放入window資料夾



透視投影

fovy:張開的角度
aspect:長寬比例
zNear:近的裁一刀
zFar:遠的一刀






#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;     ///(0)宣告檔案的指標,一開始是空的
float angle=60, angle2=90, angle3=60;      ///準備3個角度的值
void keyboard(unsigned char key, int x, int y)
{
    if(key=='s' || key=='S' || key=='w' || key=='W'){
        if(fout==NULL) fout=fopen("output.txt", "w+");
        ///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
        ///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
        printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
        fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
    }///3個角度的值,印到檔案去
}
///打光的陣列之前全部刪掉, 陣列不要刪
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 */
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ///Now: 要畫東西
    glPushMatrix();///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
        glutSolidTeapot(0.3);///Now:身體

        glPushMatrix();  ///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
            glTranslatef(0.4, 0, 0);  ///Now:(3) 掛在右邊
            glRotatef(angle, 0,0,1);  ///Now:(2) angle的轉動角度,對Z軸
            glTranslatef(0.4, 0, 0);  ///Now:(1) 往右移,讓手把在中間
            glutSolidTeapot(0.3);  ///Now:右手臂
        glPopMatrix();  ///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glPopMatrix();  ///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glutSwapBuffers();
}
void motion(int x, int y)///Now:
{///Now:
    angle = x;///Now: 角度會隨mouse motion而改值
    glutPostRedisplay();///Now:
}///Now:

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

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(0,3,1,  0,0,0,  0,1,0);
}

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);
    glutMotionFunc(motion);///Now: 加上motion事件

    glutKeyboardFunc(keyboard);
    ///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;
}

作業四講解


#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout=NULL;///(0)宣告檔案的指標,一開始是空的
//float angle=60, angle2=90, angle3=60;///準備3個角度的值
float angle[20]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

int ID=0;
float oldAngle[20]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float newAngle[20]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void timer (int t)
{
    printf("%d\n",t);
    glutTimerFunc(30,timer,t+1);

    if(t%100==0)
    {
        if(fin==NULL) fin =fopen("output.txt","r");
        for(int i=0; i<20; i++)
        {
            oldAngle[i]= newAngle[i];
            fscanf(fin,"%f",&newAngle[i]);
        }
    }
    float alpha =(t%100)/100.0;
    for(int i=0; i<20; i++)
    {
        angle[i]=newAngle[i]*alpha+oldAngle[i]*(1-alpha);
    }
}
void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') ID=1;
    if(key=='1') ID=2;
    if(key=='1') ID=3;
    if(key=='1') ID=4;
    if(key=='1') ID=5;
    if(key=='1') ID=6;
    if(key=='1') ID=7;
    if(key=='1') ID=8;
    if(key=='1') ID=9;
    if(key=='1') ID=0;
    if(key=='s' || key=='S' || key=='w' || key=='W')
    {
        if(fout==NULL) fout=fopen("output.txt", "w+");
        ///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
        ///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
        //printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
        //fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
        for(int i=0; i<20; i++)
        {
            printf("%.3f",angle[i]);
            fprintf(fout,"%.3f",angle[i]);
        }
        fprintf(fout,"\n");
    }///3個角度的值,印到檔案去
    if(key=='r')
    {
        if(fin==NULL) fin=fopen("output.txt","r");
        for(int i=0; i<20; i++)
        {
            fscanf(fin,"%f",&angle[i]);
            printf("%.3f",angle[i]);
        }
    }
    if(key=='p')
    {
        glutTimerFunc(0,timer,0);
    }
}
///打光的陣列之前全部刪掉, 陣列不要刪
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 */
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ///Now: 要畫東西
    glPushMatrix();///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glutSolidTeapot(0.3);///Now:身體

    glPushMatrix();///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glTranslatef(0.4, 0, 0);///Now:(3) 掛在右邊
    glRotatef(angle, 0,0,1);///Now:(2) angle的轉動角度,對Z軸
    glTranslatef(0.4, 0, 0);///Now:(1) 往右移,讓手把在中間
    glutSolidTeapot(0.3); ///Now:右手臂
    glPopMatrix();///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glPopMatrix();///Now:像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
    glutSwapBuffers();
}
void motion(int x, int y)///Now:
{
    ///Now:
    angle = x;///Now: 角度會隨mouse motion而改值
    glutPostRedisplay();///Now:
}///Now:

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

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(0,3,1,  0,0,0,  0,1,0);
}

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);
    glutMotionFunc(motion);///Now: 加上motion事件

    glutKeyboardFunc(keyboard);
    ///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;
}

2018年5月21日 星期一

Week 13 ADDONE notes

主題: 寫檔 讀檔
主題: 控制關節
主題: 動作內插
開檔 fopen







#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
float angle=0;
int oldX;
void mouse(int button ,int state, int x,int y)
{
    oldX=x;
}
void motion(int x,int y)
{
    angle+= x-oldX;
    oldX=x;
    if(fout==NULL)
    {
        fout=fopen("output.txt","w+");
    }
    fprintf(fout,"%.3f\n",angle);
    printf("%.3f\n",angle);
    glutPostRedisplay();
}

void display()///以下是老師提供的
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///正中間,當成身體的茶壼
        glPushMatrix();
            glTranslatef(0.4, 0,0);///掛上去
            glRotatef(angle, 0,0,1);///
            glTranslatef(0.4, 0,0);///把柄放中間
            glutSolidTeapot(0.3);///右邊,當成手臂的茶壼
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
///上面是我們增加的程式碼
///打光的部分留著 (陣列,main() ) 其他都刪掉
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");

    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    ///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;
}


#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
float angle=0;
int oldX;
void keyboard(unsigned char key, int x, int y)
{
    if(fin ==NULL)
    {
        fin =fopen("output.txt","r");
    }
    fscanf(fin, "%f",&angle);
    glutPostRedisplay();
}
void mouse(int button ,int state, int x,int y)
{
    oldX=x;
}
void motion(int x,int y)
{
    angle+= x-oldX;
    oldX=x;
    if(fout==NULL)
    {
        fout=fopen("output.txt","w+");
    }
    fprintf(fout,"%.3f\n",angle);
    printf("%.3f\n",angle);
    glutPostRedisplay();
}

void display()///以下是老師提供的
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///正中間,當成身體的茶壼
        glPushMatrix();
            glTranslatef(0.4, 0,0);///掛上去
            glRotatef(angle, 0,0,1);///
            glTranslatef(0.4, 0,0);///把柄放中間
            glutSolidTeapot(0.3);///右邊,當成手臂的茶壼
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
///上面是我們增加的程式碼
///打光的部分留著 (陣列,main() ) 其他都刪掉
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");

    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    ///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;
}






2018年5月14日 星期一

Week 12 ADDONE notes

(1) T-R-T關節轉動
(2) PlaySound() , MP3播放
(3) 主題:計時器
(4) 內插,線性內插,動畫。

1.到moodle 下載  : freeglut,音樂, CMP3_MCI.h 2.改Project的.....cbp檔 "bin" 改成 "."
3.把freeglut  CMP3_MCI.h  MP3 檔放在Project裡


計時器

#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();
}


static void key(unsigned char key, int x, int y)
{
    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 <mmsystem.h>
#include <stdio.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
void timer(int t)
{
    glutTimerFunc(2000,timer,0);  //2000=2秒再播放
    PlaySound("Shot.wav",NULL,SND_ASYNC);
}

int main(int argc, char *argv[])
{
    myMP3.Load("MJThriller.mp3");
    myMP3.Play();
    ///PlaySound("BigDog.mp3", NULL, SND_ASYNC);

    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);
    glutTimerFunc(7000,timer,0);//7000=7秒後播放

    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;
}


內插法

#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();
}
#include <mmsystem.h>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
void timer(int t)
{
    glutTimerFunc(50,timer,t+1);
    alpha = t/100.0;
    angle = alpha*90 + (1-alpha)*0;
    glutPostRedisplay();
    ///PlaySound("Shot.wav",NULL,SND_ASYNC);
}

int main(int argc, char *argv[])
{
    myMP3.Load("MJThriller.mp3");
    myMP3.Play();
    ///PlaySound("BigDog.mp3", NULL, SND_ASYNC);

    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_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;

}


1.MP3播放
   變更Project中的cbp檔,把bin改成 .
2.計時器

3.內插


4.動畫