2014年5月23日 星期五

音樂播放

音樂播放(要等同步)

#include<windows.h>
#include<mmsystem.h>

int main()
{
PlaySound("water.wav",NULL,SND_SYNC);
}


音樂播放(不等同步)


/*
 * FreeGLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in FreeGLUT.
 *
 * 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.
 */

#include <GL/glut.h>
#include<windows.h>
#include<mmsystem.h>
#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();
}


static void
key(unsigned char key, int x, int y)
{
    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 */

int
main(int argc, char *argv[])
{
    PlaySound("water.wav",NULL,SND_ASYNC);
glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("FreeGLUT 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;
}


可播mp3
#include "CMP3_MCI.h"
CMP3_MCI myMP3;

int main()
{
     myMP3.Load("12.mp3");
     myMP3.Play();
}

---------------------------------------------------------------------------------
可按按鍵使他動作
#include<stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++){//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
 glScalef(0.2, 0.5, 0.5);
 glBegin(GL_POLYGON);
 glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
 glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
 glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
 glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
 glEnd();
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
 glBindTexture(GL_TEXTURE_2D, id[0]);
 myRect();//body//技巧1: 用函式, 哥就是帥!
 glPushMatrix();//left hand 今天的技巧1: 大的手
  glTranslatef(-0.1, 0.15, 0);
  glRotatef(angle[0], 0,0,1);
  glTranslatef(0, -0.25, 0);
  glBindTexture(GL_TEXTURE_2D, id[1]);
  myRect();//技巧1: 用函式, 哥就是帥!
  glPushMatrix();// 今天的技巧2: 小的手
   glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
   glRotatef(angle[1], 0,0,1);//(2) R:
   glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
   myRect();
  glPopMatrix();
 glPopMatrix();
 glPushMatrix();//right hand
  glTranslatef(0.1, 0.15, 0);
  glRotatef(-angle[2], 0,0,1);
  glTranslatef(0, -0.25, 0);
  glBindTexture(GL_TEXTURE_2D, id[1]);
  myRect();//技巧1: 用函式, 哥就是帥!
  glPushMatrix();// 今天的技巧2: 小的手
   glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
   glRotatef(-angle[3], 0,0,1);//(2) R:
   glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
   myRect();
  glPopMatrix();
 glPopMatrix();
 glPushMatrix();//left leg
  glTranslatef( -0.05, -0.25, 0);
  glRotatef(180-angle[4], 0,0,1);
  glTranslatef(0, 0.25, 0);
  glBindTexture(GL_TEXTURE_2D, id[2]);
  myRect();
  glPushMatrix();//left foot
   glTranslatef( 0, 0.25, 0);
   glRotatef(angle[5], 0,0,1);
   glTranslatef(0, 0.15, 0);
   glBindTexture(GL_TEXTURE_2D, id[3]);
   myRect();
  glPopMatrix();
 glPopMatrix();
 glPushMatrix();//right leg
  glTranslatef( 0.05, -0.25, 0);
  glRotatef(-(180-angle[6]), 0,0,1);
  glTranslatef(0, 0.25, 0);
  glBindTexture(GL_TEXTURE_2D, id[2]);
  myRect();
  glPushMatrix();//left foot
   glTranslatef( 0, 0.25, 0);
   glRotatef(-angle[7], 0,0,1);
   glTranslatef(0, 0.15, 0);
   glBindTexture(GL_TEXTURE_2D, id[3]);
   myRect();
  glPopMatrix();  
 glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
FILE *fout=NULL, *fin=NULL;
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='s')
{
if(fout==NULL) fout=fopen("this_is_my_file.txt","w+");
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
fprintf(fout,"%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
/*for(int i=0;i<8;i++)
{
printf("%f ",angle[i]);
fprintf(fout,"%f ",angle[i]);
}
printf("\n");
fprintf(fout,"\n"); */
}
if(key=='r')
{
if(fin==NULL)fin=fopen("this_is_file.txt","r");
fscanf(fin,"%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}

glutPostRedisplay();//請電腦重新畫一次畫面
}
int oldX=0, oldY=0;
void mouse(int button, int state, int x, int y)
{
  oldX=x; oldY=y;
}
void motion(int x, int y)
{
angle[angleID]+=x-oldX;  oldX=x;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();

glutMainLoop();
}

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