2017年6月5日 星期一

Week 12 OW李寧OW

一開始先教播MP3檔

#include "CMP3_MCI.h"
CMP3_MCI myMP3;
int main()
{
    myMP3.Load("你要放的音樂.mp3");
    myMP3.Play();

}


再來弄出茶壺
再修改程式碼 可以改變觀看茶壺的角度
#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;

float angle=0;
static void display(void)
{
    glMatrixMode(GL_PROJECTION) ;
    glLoadIdentity( ) ;
    gluPerspective(60,1,0.001,10000) ;
    glMartrixMode(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 };

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();
}

沒有留言:

張貼留言