2017年6月12日 星期一

Week12 三個ㄌ 的 上課筆記

1.播放音樂mp3檔

使用 CMP3_MCI.h 便可以輕鬆地將 MP3檔播放出來。
(1) #include "CMP3_MCI.h"///(1) 放在同一個程式碼專案的目錄中哦

(2) CMP3_MCI myMP3;///(2) 宣告一個變數,叫 myMP3
在 main()函式裡面
(3) myMP3.Load("C:\\dropbox\\yukai.mp3"); /// "C:/dropbox/yukai.mp3"
(4) myMP3.Play();/// (4) Play the file


2.觀察濾鏡

茶壺使用濾鏡


#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;
}

3.TRT
#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); 
    gluPerspective(60, 1, 0.001, 10000); 
    glMatrixMode(GL_MODELVIEW);  

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

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

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

                glPushMatrix();
                    glTranslatef(-0.3, 0,0);  
                    glRotatef(-angle, 0,0,1);  
                    glTranslatef(-0.3, 0,0);  
                    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;
}

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