2019年5月10日 星期五

week12

新增檔案



  加入音樂 ↓



播放聲音
程式碼:
#include <windows.h>
#include <mmsystem.h>
int main()
{
    PlaySoundA("C:\\Users\\user\\Downloads\\forest.wav", NULL, SND_SYNC);
    ///播放聲音Asci版     wav擋                       空                           聲音等待同步

    ///cout << "Hello world!" << endl;
    return 0;
}




  加入GLUT ↓




跳出視窗同時播音樂
程式碼138行開始
#include <stdio.h>
#include <mmsystem.h>  ///(1) MultiMedia System外掛,有 PlaySoundA(...)可用
int main(int argc, char *argv[])
{
    PlaySoundA("C:\\Users\\user\\Downloads\\forest.wav", NULL, SND_ASYNC); ///(2)
    ///播放聲音Asci版     wav擋                       空                       聲音"不"等待同步
    printf("邊播聲音,繼續下面開視窗");
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

(以下省略)

用按鍵播放 DO RE MI
程式碼:
///在key函式中作簡單鋼琴
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
    if(key=='1')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\do.wav", NULL, SND_ASYNC);
    if(key=='2')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\re.wav", NULL, SND_ASYNC);
    if(key=='3')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\mi.wav", NULL, SND_ASYNC);
    if(key=='4')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\fa.wav", NULL, SND_ASYNC);
    if(key=='5')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\so.wav", NULL, SND_ASYNC);
    ///SND_ASYNC 是聲音不等待視窗 = 不等代同步 

邊播音樂邊彈鋼琴
最終程式碼:
#include "CMP3_MCI.h" ///(1) 這個外掛,不是系統有的,而是放在我們的程式專案目錄裡
CMP3_MCI myMP3; ///宣告一個物件變數 myMP3
int    a;
float  b;
char   c;
double d;
/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

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

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}

///在key函式中作簡單鋼琴
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
    if(key=='1')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\do.wav", NULL, SND_ASYNC);
    if(key=='2')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\re.wav", NULL, SND_ASYNC);
    if(key=='3')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\mi.wav", NULL, SND_ASYNC);
    if(key=='4')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\fa.wav", NULL, SND_ASYNC);
    if(key=='5')
        PlaySoundA("C:\\Users\\user\\Downloads\\music\\so.wav", NULL, SND_ASYNC);
    ///SND_ASYNC 是聲音不等待視窗 = 不等代同步
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

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 */


///#include <mmsystem.h>  ///(1) MultiMedia System外掛,有 PlaySoundA(...)可用
int main(int argc, char *argv[])
{
    myMP3.Load("C:\\Users\\user\\Downloads\\Kalimba.mp3"); ///NOW3 (3) Load 讀入MP3
    myMP3.Play(); ///NOW3 (4) PLAY播放

    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); ///NOW2 在keyboard的函式裡彈鋼琴
    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;
}

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