#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h" ///include.h檔
GLMmodel* pmodel = NULL;///3D模型的變數,ctrl-f找glm
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) { ///如果模型沒讀好,NULL,!pmodel
pmodel = glmReadOBJ("data/porsche.obj");///讀3D模型
if (!pmodel) exit(0);///如果還是模型還沒讀好,NULL,GG,閃退,離開
glmUnitize(pmodel);變成單位大小的模型,才不會太大或太小
glmFacetNormals(pmodel);///小面的法向量重算
glmVertexNormals(pmodel, 90.0);頂點法向量重算
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);///畫模型
glPopMatrix();
glutSwapBuffers();
}
玩遊戲
發出聲音
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 };
#include<mmsystem.h>///Multimedia System
void mouse(int button,int state,int x,int y)
{///mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\Lesson32\\Data/shot.wav",NULL,SND_ASYNC);
}PlaySound 的檔名要小心\\兩個反斜線,or/一個斜線
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutMouseFunc(mouse);Add mouse for shot wave sound
glutDisplayFunc(display);
glutIdleFunc(display);
鍵盤彈鋼琴
#include<mmsystem.h>
void keyboard(unsigned char key,int x,int y)
{
if(key=='1')PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2')PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3')PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='4')PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{
PlaySound("C:\\Users\\user\\Desktop\\Lesson32\\Data/shot.wav",NULL,SND_ASYNC);
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutIdleFunc(display);
今天全部程式碼
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
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 };
#include<mmsystem.h>
void keyboard(unsigned char key,int x,int y)
{
if(key=='1')PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2')PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3')PlaySound("Mi.wav",NULL,SND_ASYNC);
if(key=='4')PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='5')PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{
PlaySound("C:\\Users\\user\\Desktop\\Lesson32\\Data/shot.wav",NULL,SND_ASYNC);
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutIdleFunc(display);
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();
}
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