Step1.讓程式可以發出聲音
(1)建立專案,並將聲音放在freeglut-MinGW-3.0.0-1.mp->freeglut->bin
(2)使用外掛
(3)播放聲音的函式
*** SYNC 同步,ASYNC 不同步
****運用mouse函式 記得要在下面加上 glutMouseFunc(mouse)
Step2.鍵盤鋼琴
(1)從moodle下載7個音階,並放在執行目錄裡
(2)修改 keyboard 函式的內容,並在 switch case 內加入程式碼
程式碼如下:
case '1': PlaySound("Do.wav",NULL,SND_ASYNC ); break;
case '2': PlaySound("Re.wav",NULL,SND_ASYNC ); break;
case '3': PlaySound("Mi.wav",NULL,SND_ASYNC ); break;
case '4': PlaySound("Fa.wav",NULL,SND_ASYNC ); break;
case '5': PlaySound("Sol.wav",NULL,SND_ASYNC ); break;
case '6': PlaySound("La.wav",NULL,SND_ASYNC ); break;
case '7': PlaySound("Si.wav",NULL,SND_ASYNC ); break;
Step3.播放自己的聲音
#include <windows.h> //要使用 windows.h 的一些內建#include <mmsystem.h>#include <stdio.h>int main(){ PlaySound("Queen.wav",NULL,SND_ASYNC ); //不同步、不等他 printf("Hello World\n"); // 立刻執行下一行 int n; scanf("%d",&n);//只要輸入完整數 n 立刻就結束了}
(1)建立專案,並將聲音放在freeglut-MinGW-3.0.0-1.mp->freeglut->bin
(2)使用外掛
(3)播放聲音的函式
*** SYNC 同步,ASYNC 不同步
****運用mouse函式 記得要在下面加上 glutMouseFunc(mouse)
Step2.鍵盤鋼琴
(1)從moodle下載7個音階,並放在執行目錄裡
(2)修改 keyboard 函式的內容,並在 switch case 內加入程式碼
程式碼如下:
case '1': PlaySound("Do.wav",NULL,SND_ASYNC ); break;
case '2': PlaySound("Re.wav",NULL,SND_ASYNC ); break;
case '3': PlaySound("Mi.wav",NULL,SND_ASYNC ); break;
case '4': PlaySound("Fa.wav",NULL,SND_ASYNC ); break;
case '5': PlaySound("Sol.wav",NULL,SND_ASYNC ); break;
case '6': PlaySound("La.wav",NULL,SND_ASYNC ); break;
case '7': PlaySound("Si.wav",NULL,SND_ASYNC ); break;
Step3.播放自己的聲音
#include <windows.h> //要使用 windows.h 的一些內建#include <mmsystem.h>#include <stdio.h>int main(){ PlaySound("Queen.wav",NULL,SND_ASYNC ); //不同步、不等他 printf("Hello World\n"); // 立刻執行下一行 int n; scanf("%d",&n);//只要輸入完整數 n 立刻就結束了}
用更BEST的音樂讀檔"CMP3_MCI.h"
(到moodle下載)
///只留下有陣列有light字樣的打光
#include <GL/glut.h>
#include <stdio.h>
///float angle=0,angle2=0,angle3=0,angle4=0, X=150, Y=150, oldX=0, oldY=0;
float angle[20], X=150, Y=150, oldX=0, oldY=0;
int ID=0;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[0], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[1], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[2], 0.0f, 0.0f, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[3], 0.0f, 0.0, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') ID=1;
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
}
#include "CMP3_MCI.h"
#include <windows.h>
#include <mmsystem.h>
CMP3_MCI myMP3;
void mouse(int button, int state, int x, int y)
{
oldX = x; oldY = y;
if(button == GLUT_RIGHT_BUTTON)
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
void motion(int x, int y)
{
angle[ID]+= x-oldX;
oldX=x;
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[])
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
/// 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,angle2=0,angle3=0,angle4=0, X=150, Y=150, oldX=0, oldY=0;
float angle[20], X=150, Y=150, oldX=0, oldY=0;
int ID=0;
#include "glm.h"
GLMmodel * pmodel=NULL;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel=glmReadOBJ("123.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL );
glPushMatrix();
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[0], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[1], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[2], 0.0f, 0.0f, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[3], 0.0f, 0.0, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') ID=1;
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
if(key=='s'|| key=='S'||key=='w'|| key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
fprintf(fout, "%.2f %.2f %.2f %.2f\n",angle[0], angle[1], angle[2], angle[3]);
if(key=='r'|| key=='R'){
if(fin==NULL) fin=fopen("output.txt", "r");
fscanf(fin, "%f %f %f %f",&angle[0], &angle[1], &angle[2], &angle[3]);
glutPostRedisplay();
}
}
#include "CMP3_MCI.h"
#include <windows.h>
#include <mmsystem.h>
CMP3_MCI myMP3;
void mouse(int button, int state, int x, int y)
{
oldX = x; oldY = y;
if(button == GLUT_RIGHT_BUTTON)
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
void motion(int x, int y)
{
angle[ID]+= x-oldX;
oldX=x;
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[])
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
/// 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;
}
(到moodle下載)
///只留下有陣列有light字樣的打光
#include <GL/glut.h>
#include <stdio.h>
///float angle=0,angle2=0,angle3=0,angle4=0, X=150, Y=150, oldX=0, oldY=0;
float angle[20], X=150, Y=150, oldX=0, oldY=0;
int ID=0;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[0], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[1], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[2], 0.0f, 0.0f, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[3], 0.0f, 0.0, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') ID=1;
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
}
#include "CMP3_MCI.h"
#include <windows.h>
#include <mmsystem.h>
CMP3_MCI myMP3;
void mouse(int button, int state, int x, int y)
{
oldX = x; oldY = y;
if(button == GLUT_RIGHT_BUTTON)
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
void motion(int x, int y)
{
angle[ID]+= x-oldX;
oldX=x;
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[])
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
/// 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,angle2=0,angle3=0,angle4=0, X=150, Y=150, oldX=0, oldY=0;
float angle[20], X=150, Y=150, oldX=0, oldY=0;
int ID=0;
#include "glm.h"
GLMmodel * pmodel=NULL;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel==NULL){
pmodel=glmReadOBJ("123.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL );
glPushMatrix();
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[0], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(0.2, 0, 0);
glRotatef(angle[1], 0.0f, 0.0f, 1.0f);
glTranslatef(0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[2], 0.0f, 0.0f, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(-0.2, 0, 0);
glRotatef(angle[3], 0.0f, 0.0, 1.0f);
glTranslatef(-0.2, 0, 0);
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') ID=1;
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
if(key=='s'|| key=='S'||key=='w'|| key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
fprintf(fout, "%.2f %.2f %.2f %.2f\n",angle[0], angle[1], angle[2], angle[3]);
if(key=='r'|| key=='R'){
if(fin==NULL) fin=fopen("output.txt", "r");
fscanf(fin, "%f %f %f %f",&angle[0], &angle[1], &angle[2], &angle[3]);
glutPostRedisplay();
}
}
#include "CMP3_MCI.h"
#include <windows.h>
#include <mmsystem.h>
CMP3_MCI myMP3;
void mouse(int button, int state, int x, int y)
{
oldX = x; oldY = y;
if(button == GLUT_RIGHT_BUTTON)
PlaySound("Shot.wav",NULL,SND_ASYNC);
}
void motion(int x, int y)
{
angle[ID]+= x-oldX;
oldX=x;
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[])
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
/// 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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