OGRE 3D 1.7 Beginner's Guide

With your knowledge of C++ and this guide, the gaming world awaits you. Starting with the basics of the OGRE 3D graphics rendering engine, it takes you from the essentials right through to advanced features and plugins.

OGRE 3D 1.7 Beginner's Guide

Beginner's Guide
Felix Kerger

With your knowledge of C++ and this guide, the gaming world awaits you. Starting with the basics of the OGRE 3D graphics rendering engine, it takes you from the essentials right through to advanced features and plugins.
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Book Details

ISBN 139781849512480
Paperback300 pages

About This Book

  • Easy-to-follow introduction to OGRE 3D
  • Create exciting 3D applications using OGRE 3D
  • Create your own scenes and monsters, play with the lights and shadows, and learn to use plugins
  • Get challenged to be creative and make fun and addictive games on your own
  • A hands-on do-it-yourself approach with over 100 examples

Images

Who This Book Is For

If you have ever wanted to develop 3D applications with OGRE 3D, this example-driven book will enable you to do so. Understanding of C++ is needed to follow the examples in the book.

Table of Contents

Chapter 1: Installing Ogre 3D
Downloading and 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
Creating a scene node
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
Creating a plane
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
Preparing a scene
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
Adding animations
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
Starting with a blank sheet
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
Creating a white quad
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
Preparing a scene
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
Starting Ogre 3D
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
Adding a particle system
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 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 7
Chapter 9
Chapter 10

What You Will Learn

  • Learn the basics of OGRE 3D
  • Understand the scene graph
  • Develop 3D scenes with OGRE 3D
  • Create complex scenes
  • Write your own shaders and add them to scenes
  • Add lights and shadows
  • Add compositors to 3D scene for post-processing effects
  • Learn more about user control and animation
  • Extend OGRE 3D with plugins

In Detail

Want to make your own 3D applications, simulations, and games?

OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!

OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!

OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.

In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.

After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.

Authors

Table of Contents

Chapter 1: Installing Ogre 3D
Downloading and 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
Creating a scene node
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
Creating a plane
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
Preparing a scene
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
Adding animations
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
Starting with a blank sheet
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
Creating a white quad
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
Preparing a scene
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
Starting Ogre 3D
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
Adding a particle system
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 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 7
Chapter 9
Chapter 10

Book Details

ISBN 139781849512480
Paperback300 pages
Read More