2017年5月9日 星期二

Week12_嗯對,這是賴小沫的

 1_用Console application專案執行mp3播放

先從FB社團裡下載CMP3_MCI.h
 
使用老師傳送的檔案
 
 音樂檔&CMP3_MCI.h檔放進同一目錄
 
按下F9即可執行播放音樂
 
試著自己新增一個專案來播放mp3
File-New-Project...

選擇新增一個Console application專案
 
 記得要設定專案名稱及存放的路徑,以免找不到檔案
 
 開啟main.cpp會看到預設程式碼
 
複製FB中老師給的程式碼步驟
 
直接貼上,並修改每行程式碼的位置
   註:要記得將CMP3_MCI.h和mp3檔複製進新創的專案資料夾中
#include <iostream>
#include "CMP3_MCI.h"   //放在同一個程式碼專案的目錄中
CMP3_MCI myMP3;   //宣告一個變數
using namespace std;
int main()
{
    myMP3.Load("yukai.mp3");  //讀入mp3,要放在同一個程式碼專案的目錄中
    myMP3.Play();  //播放讀入的mp3檔
 
    int n;
    cin >> n;  //要卡住,否則程式輸出結果,音樂就會停了
    cout << "Hello world!" << endl;
    return 0;
}

在專案名稱按下滑鼠右鍵,選擇Build options...

Linker settingsLink libraries中加入winmm,這樣待會才能順利執行
 
按下F9(Build&Run) 即可播放出音樂
 

 2_用GLUT專案執行mp3播放

新增一個GLUT專案:File-New-Project...

選擇GLUT project

記得要設定專案名稱及存放的路徑,以免找不到檔案

從FB社團中下載freeglut,並複製存放路徑

貼上剛剛複製的freeglut資料夾路徑

直接按下Finish即可

複製FB中老師給的程式碼步驟

直接貼上,並修改每行程式碼的位置
   註:要記得將CMP3_MCI.h和mp3檔複製進新創的專案資料夾中
 
按下F9(Build&Run) 即可播放出音樂 
 

 3_執行Projection.exe

jsyeh.org/3dcg10 下載windows.zip,data.zip,glut32.dll

windows.zip解壓縮,將data資料夾與glut32.dll拉進windows資料夾

開啟Projection.exe


調整gluLookAt的數值,並觀察攝影機的運鏡效果
 

 4_gluLookAt攝影機運鏡

使用老師傳送的檔案
 
開啟專案檔
 
控制攝影機運鏡
   gluLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,upX,upY,upZ);
 
#include <GL/glut.h>
float eyeX=0, eyeY=0, eyeZ=1;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    //攝影機運鏡的設定
    glPushMatrix();
        gluLookAt(eyeX, eyeY, eyeZ,
                  centerX, centerY, centerZ,
                  upX, upY, upZ);
        glutSolidTeapot(0.3);
    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 };

/* 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");

    ///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;
}

按下F9執行,結果如下:

 5_gluPerspective投影矩陣

使用老師傳送的檔案
 
投影矩陣之範例
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, 1, 0.001, 10000);
    glMatrixMode(GL_MODELVIEW); 

#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=1;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0;
static void display(void)
{
    //投影矩陣的設定
    glMatrixMode(GL_PROJECTION);  //臨時切換成投影Projection矩陣來調整
    glLoadIdentity();
    gluPerspective(60, 1, 0.001, 10000);  //gluPerspective(fovy, aspect, zNear, zFar);
         //fov: field of view 視野的張角(y方向) , aspect: xy的比例
    glMatrixMode(GL_MODELVIEW);  //馬上切換回去Model View矩陣

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    angle+=0.01;
    eyeX=cos(angle); eyeZ=2*sin(angle);

    //攝影機運鏡
    glPushMatrix();
        gluLookAt(eyeX, eyeY, eyeZ,
                  centerX, centerY, centerZ,
                  upX, upY, upZ);
        glutSolidTeapot(0.3);
    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 };

/* 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");
 
    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();
    return EXIT_SUCCESS;
}

按下F9執行,結果如下:
 

 6_TRT 會動的機器人

使用老師傳送的檔案

T-R-T設定之範例
    glTranslatef(-x,-y,-z);
    glRotatef(angle,0,0,1);
    glTranslatef(x,y,z);
 
#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=2;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0, dir=1;
static void display(void)
{
    glMatrixMode(GL_PROJECTION);  //臨時切換成投影Projection矩陣來調整
    glLoadIdentity();
    gluPerspective(60, 1, 0.001, 10000);  //gluPerspective(fovy, aspect, zNear, zFar);
    //fov: field of view 視野的張角(y方向)
    //aspect: xy的比例
    glMatrixMode(GL_MODELVIEW);  //馬上切換回去Model View矩陣

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    angle+=dir;
    if(angle>60)dir = -dir;  //設定手揮動的範圍值
    if(angle<0) dir = -dir;

    glPushMatrix();
        //攝影機運鏡
        gluLookAt(eyeX, eyeY, eyeZ,
                  centerX, centerY, centerZ,
                  upX, upY, upZ);

        glutSolidTeapot(0.3);  //head

        glPushMatrix();
            glTranslatef(0, -0.3, 0);
            glColor3f(1,1,1); glutSolidTeapot(0.3);  //body

            glPushMatrix();
                glTranslatef(0.3, 0,0);  //T
                glRotatef(angle, 0,0,1);  //R
                glTranslatef(0.3, 0,0);  //T
                glutSolidTeapot(0.3);  //right upper arm

                glPushMatrix();
                    glTranslatef(0.3, 0,0);  //T
                    glRotatef(angle, 0,0,1);  //R
                    glTranslatef(0.3, 0,0);  //T
                    glutSolidTeapot(0.3);  //right lower arm
                glPopMatrix();
            glPopMatrix();

            glPushMatrix();
                glTranslatef(-0.3, 0,0);  //T
                glRotatef(-angle, 0,0,1);  //R
                glTranslatef(-0.3, 0,0);  //T
                glutSolidTeapot(0.3);  //left upper arm

                glPushMatrix();
                    glTranslatef(-0.3, 0,0);  //T
                    glRotatef(-angle, 0,0,1);  //R
                    glTranslatef(-0.3, 0,0);  //T
                    glutSolidTeapot(0.3);  //left lower arm
                glPopMatrix();
            glPopMatrix();

        glPopMatrix();
    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 };

/* 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");
 
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);
    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();
    return EXIT_SUCCESS;
}

按下F9執行,結果如下:

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