2017年4月25日 星期二

week 10

#include <string.h>
#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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