2017年5月9日 星期二

Week12_吳宣旻

WEEK12  課堂der筆記筆記 


課堂作業1~~~妖怪mp3

1.開啟codeblocks,新增一個Console application專案

2.至圖學FB下載CMP_3檔案,並自行下載一個mp3音樂檔
3.將兩個檔案拉至專案資料夾中

4.程式碼如下:
#include <iostream>
#include "CMP3_MCI.h"
CMP3_MCI myMP3;

using namespace std;

int main()
{
    myMP3.Load("yukai.mp3");
    myMP3.Play();

    int n;
    cin >> n;
    cout << "Hello world!" << endl;
    return 0;
}

5.執行結果(播出音樂)

6.輸入0,結果輸出Hello world!


課堂作業2~~~角度茶壺

1.開啟codeblocks,新增一個GLUT專案

2.程式碼如下:
#include <GL/glut.h>
float eyeX=-0.5, eyeY=0, eyeZ=0;     //調整攝影角度-0.8~0.8
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);

    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;
}

3.執行結果


課堂作業3~~~旋轉轉角度茶壺

1.更改程式碼如下:

#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)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, 1, 0.001, 10000);
    glMatrixMode(GL_MODELVIEW);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    angle+=0.01;
    eyeX=cos(angle); eyeZ=2*sin(angle);
    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);
    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;
}

2.執行結果


課堂作業3~~~異形茶壺

1.更改程式碼如下:
#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);
    ///fov: field of view 視野的張角(y方向)
    ///aspect: xy的比例   zNear, zFar 代表
    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;
    if(angle<0) dir = -dir;

    glPushMatrix();
        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;
}

2.執行結果

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