Book Image

OGRE 3D 1.7 Beginner's Guide

Book Image

OGRE 3D 1.7 Beginner's Guide

Overview of this book

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.
Table of Contents (17 chapters)
Ogre 3D 1.7
Credits
About the Author
About the Reviewers
Preface
Index

Time for action — our first shader application


Let's write our first vertex and fragment shaders:

  1. In our application, we only need to change the used material. Change it to MyMaterial13. Also remove the second quad:

    manual->begin("MyMaterial13", RenderOperation::OT_TRIANGLE_LIST);
    
  2. Now we need to create this material in our material file. First, we are going to define the fragment shader. Ogre 3D needs five pieces of information about the shader:

    • The name of the shader

    • In which language it is written

    • In which source file it is stored

    • How the main function of this shader is called

    • In what profile we want the shader to be compiled

  3. All this information should be in the material file:

    fragment_program MyFragmentShader1 cg
    {
    source Ogre3DBeginnersGuideShaders.cg
    entry_point MyFragmentShader1
    profiles ps_1_1 arbfp1
    }
    
  4. The vertex shader needs the same parameter, but we also have to define a parameter that is passed from Ogre 3D to our shader. This contains the matrix that we will use for transforming...