封面
版权页
Credits
About the Author
About the Reviewers
Preface
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Installing Ogre 3D
Time for action — downloading and installing Ogre 3D
The Ogre 3D samples
Time for action — building the Ogre 3D samples
The first application with Ogre 3D
Time for action — starting the project and configuring the IDE
Loading the first model
Time for action — loading a model
Summary
Chapter 2. The Ogre Scene Graph
Time for action — creating a scene node with Ogre 3D
Setting the position of a scene node
Time for action — setting the position of a scene node
Rotating a scene node
Time for action — rotating a scene node
Scaling a scene node
Time for action — scaling a scene node
Using a scene graph the clever way
Time for action — building a tree using scene nodes
Have a go hero — adding a following ninja
Different spaces in a scene
Time for action — translating in World space
Translating in local space
Time for action — translating in local and parent space
Rotating in different spaces
Time for action — rotating in different spaces
Scaling in different spaces
Summary
Chapter 3. Camera Light and Shadow
Time for action — creating a plane
Adding a point light
Time for action — adding a point light
Adding a spotlight
Time for action — creating a spotlight
Directional lights
Time for action — creating a directional light
The missing thing
Time for action — finding out what's missing
Adding shadows
Time for action — adding shadows
Creating a camera
Time for action — creating a camera
Creating a viewport
Time for action — doing something that illustrates the thing "in action"
Summary
Chapter 4. Getting User Input and Using the Frame Listener
Time for action — preparing a scene
Adding movement to the scene
Time for action — adding movement to the scene
Modifying the code to be time based rather than frame based
Time for action — adding time-based movement
Adding input support
Time for action — adding input support
Adding movement to the model
Time for action — controlling Sinbad
Adding a camera
Time for action — making the camera work again
Adding wireframe and point render mode
Time for action — adding wireframe and point render mode
Adding a timer
Time for action — adding a timer
Summary
Chapter 5. Animating models with Ogre 3D
Time for action — adding animations
Playing two animations at the same time
Time for action — adding a second animation
Let's walk a bit
Time for action — combining user control and animation
Adding swords
Time for action — adding swords
Printing all the animations a model has
Time for action — printing all animations
Summary
Chapter 6. Scene Managers
Time for action — creating a blank sheet
Getting the scene manager's type
Time for action — printing the scene manager's type
Another scene manager type
Time for action — using another scene manager
Creating our own model
Time for action — creating a model for displaying blades of grass
Adding volume to the blades of grass
Time for action — using more triangles for volume
Creating a field of grass
Time for action — building a field of grass
Exploring the name scheme
Time for action — printing the names
Static geometry
Time for action — using static geometry
Summary
Chapter 7. Materials with Ogre 3D
Time for action — creating the quad
Creating our own material
Time for action — creating a material
Texture coordinates take two
Time for action — preparing our quad
Using the wrapping mode with another texture
Time for action — adding a rock texture
Using another texture mode
Time for action — adding a rock texture
Using the mirror mode
Time for action — using the mirror mode
Using the border mode
Time for action — using the border mode
Changing the border color
Time for action — changing the border color
Scrolling a texture
Time for action — preparing to scroll a texture
Time for action — scrolling a texture
Animated scrolling
Time for action — adding animated scrolling
Inheriting materials
Time for action — inheriting from a material
Fixed Function Pipeline and shaders
Time for action — our first shader application
Texturing with shaders
Time for action — using textures in shaders
Interpolating color values
Time for action — using colors to see interpolation
Replacing the quad with a model
Time for action — replacing the quad with a model
Making the model pulse on the x-axis
Time for action — adding a pulse
Summary
Chapter 8. The Compositor Framework
Time for action — preparing the scene
Adding the first compositor
Time for action — adding a compositor
Modifying the texture
Time for action — modifying the texture
Inverting the image
Time for action — inverting the image
Combining compositors
Time for action — combining two compositor effects
Decreasing the texture count
Time for action — decreasing the texture count
Combining compositors in code
Time for action — combing two compositors in code
Something more complex
Time for action — complex compositor
Changing the number of pixels
Time for action — putting the number of pixels in the material
Setting the variable in code
Time for action — setting the variable from the application
Changing the number of pixels while running the application
Time for action — modifying the number of pixels with user input
Adding a split screen
Time for action — adding a split screen
Putting it all together
Time for action — selecting a color channel
Summary
Chapter 9. The Ogre 3D Startup Sequence
Time for action — starting Ogre 3D
Adding resources
Time for action — loading the Sinbad mesh
Using resources.cfg
Time for action — using resources.cfg to load our models
Creating an application class
Time for action — creating a class
Adding a FrameListener
Time for action — adding a FrameListener
Investigating the FrameListener functionality
Time for action — experimenting with the FrameListener implementation
Time for action — returning true in the frameStarted function
Time for action — returning true in the frameRenderingQueued function
Time for action — returning true in the frameEnded function
Adding input
Time for action — adding input
Our own main loop
Time for action — using our own rendering loop
Adding a camera (again)
Time for action — adding a frame listener
Adding compositors
Time for action — adding compositors
Adding a plane
Time for action — adding a plane and a light
Adding user control
Time for action — controlling the model with the arrow keys
Adding animation
Time for action — adding animation
Summary
Chapter 10. Particle Systems and Extending Ogre 3D
Time for action — adding a particle system
Creating a simple particle system
Time for action — creating a particle system
Some more parameters
Time for action — some new parameters
Other parameters
Time for action — time to live and color range
Turning it on and off again
Time for action — adding intervals to a particle system
Adding affectors
Time for action — adding a scaler affector
Changing colors
Time for action — changing the color
Two-way changing
Time for action — change depending on the lifetime of a particle
Even more complex color manipulations
Time for action — using complex color manipulation
Adding randomness
Time for action — adding randomness
Deflector
Time for action — using the deflector plane
Other emitter types
Time for action — using a box emitter
Emitting with a ring
Time for action — using a ring to emit particles
At the end we would like some fireworks
Time for action — adding fireworks
Extending Ogre 3D
Summary
The end
Chapter 11. Pop quiz — Answers
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 7
Chapter 9
Chapter 10
Index
更新时间:2021-04-13 16:47:59