Axiom 3D Engine

An open-source, cross-platform, managed 3D rendering engine for DirectX, XNA and OpenGL running on .Net and Mono

开源,跨平台,支持多种渲染方法的3D引擎,可以运行于.Net和Mono平台,支持Dx3d,XNA,OpenGL

Orge3D的.Net版,我没有看过他的源码,但貌似就是用C#写的Orge.

Texture:

Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected:

  • Support for a variety of image formats, including .png, .jpg, .gif, .tga, with dynamic MipMap generation. .dds files are supported for 2D, Volume, and Cubic textures in both DirextX AND OpenGL via DevIL.
  • 1D, 2D, Cubic, and Volume textures.

Shader:

Vertex, Pixel, High Level:

  • Vertex/Fragment programs, including Cg and HLSL high level plugins, as well as support for loading ASM shaders
  • Vertex/Fragment programs are also fully configurable in the material files, and allow for parameters that instruct the engine to track various states and supply them automatically to the program parameters, such as worldviewproj_matrix, light_position_object_space, camera_position_object_space, etc.
  • Support profiles at present are: * DirectX 8 - vp_1_1, ps_1_1 - ps_1_4 * DirectX 9 - vp_2_0, ps_2_0 * OpenGL - arbvp1, arbfp1, fp20 (GeForce3/4 Register and Texture Combiners supported via nvparse), vp30/fp30 (GeForceFX).

Scene_Management

General, BSP, Octrees, LOD:

  • Extensible Hierarchical Scene Graph
  • Octree scene manager plugin which includes a basic heightmap loading scene manager

Animation:

Keyframe Animation, Skeletal Animation:

  • Skeletal animation with an Ogre .skeleton file loader. Features include multiple bone assignments per vertex, smooth frame rate scaled blending, and multiple animations can be blended together to allow for seamless animation transitions.
  • Pose animation allowing for facial animations and more.
  • Allows animations to be assigned to nodes in the scene graph, allowing objects to move along predefined spline paths.

Mesh:

Mesh Loading, Skinning, Progressive:

  • Fast Mesh loader support the Ogre .mesh file formats 1.10 and 1.20, now including pre generated LOD levels based on the entitie's distance from the camera.
  • Exporters for various 3D Modeling programs, including Milkshape and 3dx Max can be downloaded from the Ogre downloads page

Special Effect:

Environment Mapping, Billboarding, Particle System, Sky, Fog, Mirror:

  • Spherical environment mapping
  • Particle systems, extendable via plugins for defining new Emitters and Affectors and definable through Ogre particle scripts.
  • Support for skyboxes via cubic textures, and sky planes.
  • 2d billboard support, with built in pooling to reduce runtime overhead. Supports sprites, and is also used for the particle system.
  • Post-process compositor effects for HDR, Bloom, Motion Blur etc.

Rendering:

Fixed-function, Render-to-Texture, Fonts, GUI:

  • Extensible render system support, via plugins. Current implementations include Tao for OpenGL, and Managed DirectX 9, Xna is under development.
  • Virtual hardware vertex/index buffer interface, allowing for faster rendering of primitives by placing geometry data in video AGP memory, eliminating the need for keeping it in application memory and copying it over every frame.
  • Support for Ogre .material files, allowing the flexibility for controlling fixed function render state on a per object basis, in addition to specifying texture blending and texture effects such as scrolling and rotating.
  • Smart rendering pipeline, with sorting designed to reduce render state changes as much as possible. Transparent objects are also sorted to allow blending into the scene correctly.
  • Font bitmap support using the Ogre .fontdef format for loading bitmaps based and dynamically generated font bitmaps.

程序基本步骤:

  1. Create the Root object.
  2. Define the resources that the application will use.
  3. Choose and set up the render system (that is, DirectX, OpenGL, etc).
  4. Create the render window (the window which Axiom will render onto).
  5. Initialize the resources that you are going to use.
  6. Create a scene using those resources.
  7. Set up any third party libraries and plugins.
  8. Create frame listeners.
  9. Start the render loop.

定义资源

资源包括 textures, models, scripts, 等等. . Thus far we have been using EngineConfig.xml to define Resource paths.
通过 ResourceGroupManager class 来新增资源路径:

1.ResourceGroupManager.Instance.AddResourceLocation(location, type, group);

第一个参数是 文件夹名字.

第二参数是资源类型: "Folder" (文件夹) or "Zip"
(压缩包).

第三参数,资源组.

1.ResourceGroupManager.Instance.AddResourceLocation("Media", "Folder", "General");

选择渲染系统

1.root.RenderSystem = root.RenderSystems["DirectX9"];

选项有 DirectX9, OpenGL, and Xna.

1.Root.Instance.RenderSystem.ConfigOptions["Video Mode"].Value = "1280 x 720 @ 32-bit color";

这里有些共有设定:

Name Purpose
Video Mode Sets resolution and color-depth.颜色深度
Full Screen Sets whether to use the full screen.是否全屏
VSync Syncs FPS to monitors refresh rate,垂直同步
Anti-Aliasing Gives the appearence of smoother edges.抗锯齿
Floating-Point mode 浮点模式,平滑或则快速

创建一个渲染窗口.

1.RenderWindow window = root.Initialize(true, "Window Title");

第一个参数:是否创建窗口.如果true,就会创建.

1.RenderWindow window = root.CreateRenderWindow("Axiom Render Window", 800, 600, false);
不创建窗口,而用winform窗口,就用下面的代码.
Axiom.Collections.NamedParameterList paramList = new Axiom.Collections.NamedParameterList();

paramList["externalWindowHandle"] = pictureBox1.Handle;
Axiom.Graphics.RenderWindow window = _Root.CreateRenderWindow("RenderWindow", pictureBox1.Width, pictureBox1.Height, false, paramList);

Axiom3D学习日记 0.Axiom基础知识的更多相关文章

  1. ios开发学习笔记001-C语言基础知识

    先来学习一下C语言基础知识,总结如下: 在xcode下编写代码. 1.编写代码 2.编译:cc –c 文件名.c 编译成功会生成一个 .o的目标文件 3.链接:把目标文件.o和系统自带的库合并在一起, ...

  2. FreeRTOS学习笔记——FreeRTOS 任务基础知识

    RTOS 系统的核心就是任务管理,FreeRTOS 也不例外,而且大多数学习RTOS 系统的工程师或者学生主要就是为了使用RTOS 的多任务处理功能,初步上手RTOS 系统首先必须掌握的也是任务的创建 ...

  3. 学习android学习必备的java基础知识--四大内部类

    学习android必备的java基础知识--四大内部类 今天学习android课程,因为我的主专业是JAVA,但是兴趣班却有这其他专业的同学,学习android 需要具备一些java的基础知识,因此就 ...

  4. Axiom3D学习日记 3.Cameras, Lights, and Shadows

    Camera 相机: 相机基础知识不写了,需要注意的是:axiom目前不支持同时操作多个相机. 创建,设置位置基本操作. _camera = _scene.CreateCamera("Mai ...

  5. Web学习篇之---html基础知识(一)

    html基础知识(一) 本篇文章主要介绍HTML头部所包括的信息. 一.下面都是在标签<head>...</head>之间的内容: 1.<title>-</t ...

  6. 学习 FPGA之前的基础知识

    在学习一门技术之前往往应该从它的编程语言入手,比如学习单片机时,往往从汇编或者C语言入门.所以不少开始接触FPGA的开发人员,往往是从VHDL或者Verilog开始入手学习的.但小编认为,若能先结合& ...

  7. Web学习篇之---css基础知识(一)

    css基础知识(一) 1.css样式: 载入css样式有下面四种: 1).外部样式 2).内部样式 3).行内样式 4).导入样式 <link href="layout.css&quo ...

  8. Vue 2.0入门基础知识之全局API

    3.全局API 3-1. Vue.directive 自定义指令 Vue.directive用于自定义全局的指令 实例如下: <body> <div id="app&quo ...

  9. 学习OpenStack之 (0):基础知识

    vi 方向键出现字母问题解决方法 执行命令 sudo apt-get remove vim-common 执行命令 sudo apt-get install vim 鼠标被virtualbox捕获无法 ...

随机推荐

  1. Codeforces 713 C Sonya and Problem Wihtout a Legend

    Description Sonya was unable to think of a story for this problem, so here comes the formal descript ...

  2. utf8_to_utf16

    17down voteaccepted Here's some code. Only lightly tested and there's probably a few improvements. C ...

  3. Delphi实现HTMLWebBrowser实现HTML界面

    HTML的界面有以下特点:图文混排,格式灵活,可以包含Flash.声音和视频等,实现图文声像的多媒体界面,而且易于建立和维护.另外,HTML的显示环境一般机器上都具备,通常不需要安装额外的软件.当然, ...

  4. struts2表单验证

    1:采用手工编写代码实现. 通过继承ActionSupport类,然后重写vlidate方法,validate方法会校验跟execute同样签名的方法,当某个数据校验失败时,我们应该调用addFiel ...

  5. openwrt使用3G上网卡

    尊敬的大大.感谢你抽空指导我 我的设备是db120 mu350 和广东无限卡 版本是OpenWrt Backfire 10.03.336 DIY full 一.        没有安装到kmod-us ...

  6. PHP的哲学:Simple Is Hard

    原帖地址 PHP框架的繁荣是正确的发展方向吗?   作者 正文 poshboytl    发表时间:2009-01-19   最后修改:2009-04-06   做ROR有一年了, 感觉非常好.配合敏 ...

  7. Hibernate(一)JDBC简介

    在了解Hibernate之前,我们先回顾一下传统JDBC访问数据库的相关内容.重点在于分析JDBC访问存在哪些 缺陷,这些缺陷在Hibernate中是如何思考和解决的? JDBC主要对象 DriveM ...

  8. apply和call详解

    1.        apply和call的区别在哪里 2.        什么情况下用apply,什么情况下用call 3.        apply的其他巧妙用法(一般在什么情况下可以使用apply ...

  9. [LeetCode] Word Break 解题思路

    Given a string s and a dictionary of words dict, determine if s can be segmented into a space-separa ...

  10. 去除 Visual Studio 中臃肿的 ipch 和 sdf 文件

    使用VS2010建立C++解决方案时,会生成SolutionName.sdf和一个叫做ipch的文件夹,这两个文件再加上*.pch等文件使得工程变得非常的庞大,一个简单的程序都会占用几十M的硬盘容量, ...