2017年5月2日 星期二

Week10_劉念慈的上課筆記

電腦圖學20170425

主題:(1)Maya匯出obj模型(2)glm讀模型、畫(3)wav音效、mp3音樂(4)小遊戲(回家作業)

(1) 
用右鍵Notepad++開啟soccerball.obj
                                      soccerball.mtl
                        
      
(2)
myGLMsample.zip解壓縮
開啟04160011_hw1.cbp
















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/porsche.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 };
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
    glutCreateWindow("Yes, 3D Model Here");
    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();
}


改變
pmodel = glmReadOBJ("data/porsche.obj"); ➡ pmodel = glmReadOBJ("data/soccerball.obj");



改變
pmodel = glmReadOBJ("data/porsche.obj"); ➡ pmodel = glmReadOBJ("data/al.obj");

(3)
Google:NeHe Lesson32
射擊遊戲 Lesson32.zip解壓縮
執行Lesson 32.exe應用程式


(4)
在Lesson.cpp找sound
PlaySound("檔名.wav",NULL,SND_ASYNC)


(5)
1.#include <mmsystem.h>
2.void mouse(int button ,int state, int x, int y)
    {
        PlaySound("檔名.wav",NULL,SND_ASYNC)
    }
3.在main()裡面 glutCreateWindow()之後
 glutMouseFunc(Mouse);

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/porsche.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 mouse (int button, int state, int x,int y)
    {
        PlaySound("C:\\Users\\user\\Downloads\\lesson32\\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);
    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();
}

(6)鋼琴
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/porsche.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("Me.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\\Downloads\\lesson32\\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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