Summary


文档摘要

# Summary Introduction Content 前言 游戏引擎框架介绍 1.1 Unity的组成 1.2 游戏引擎组成 Opengl开发环境搭建 2.1 Opengl到底是什么 2.2 搭建Opengl开发环境 2.3 使用VisualStudio开发 绘制多边形 3.1 画个三角形 3.2 画个正方形 3.3 画个立方体 着色器 4.1 Unity Shader和OpenGL Shader 4.2 顶点着色器 4.3 片段着色器 绘制贴图 5.1 颜色和贴图 5.2 贴图文件介绍 5.3 CPU与GPU的通信方式 5.4 使用stbimage解析图片 5.5 绘制带贴图的立方体盒子 5.6 压缩纹理 5.7 图片压缩工具 5.8 使用压缩纹理 5.

Summary

Content

  • 前言
  • [1. 游戏引擎框架介绍](1. game_engine_framework_introduction/1. game_engine_framework_introduction.md)
    • [1.1 Unity的组成](1. game_engine_framework_introduction/1.1 unity_framework.md)
    • [1.2 游戏引擎组成](1. game_engine_framework_introduction/1.2 game_engine_composition.md)
  • [2. Opengl开发环境搭建](2. opengl_dev_env/2. opengl_dev_env.md)
    • [2.1 Opengl到底是什么](2. opengl_dev_env/2.1 what_exactly_is_opengl.md)
    • [2.2 搭建Opengl开发环境](2. opengl_dev_env/2.2 build_opengl_development_environment.md)
    • [2.3 使用VisualStudio开发](2. opengl_dev_env/2.3 dev_with_visualstudio.md)
  • [3. 绘制多边形](3. draw_polygon/3. draw_polygon.md)
    • [3.1 画个三角形](3. draw_polygon/3.1 draw_triangle.md)
    • [3.2 画个正方形](3. draw_polygon/3.2 draw_square.md)
    • [3.3 画个立方体](3. draw_polygon/3.3 draw_cube.md)
  • [4. 着色器](4. shader/4. shader.md)
    • [4.1 Unity Shader和OpenGL Shader](4. shader/4.1 unity_shader_vs_opengl_shader.md)
    • [4.2 顶点着色器](4. shader/4.2 vertex_shader.md)
    • [4.3 片段着色器](4. shader/4.3 fragment_shader.md)
  • [5. 绘制贴图](5. draw_with_texture/5. draw_with_texture.md)
    • [5.1 颜色和贴图](5. draw_with_texture/5.1 color_and_texture.md)
    • [5.2 贴图文件介绍](5. draw_with_texture/5.2 introduction_to_texture_files.md)
    • [5.3 CPU与GPU的通信方式](5. draw_with_texture/5.3 communication_between_cpu_and_gpu.md)
    • [5.4 使用stb_image解析图片](5. draw_with_texture/5.4 stb_image_parse_images.md)
    • [5.5 绘制带贴图的立方体盒子](5. draw_with_texture/5.5 draw_textured_cube.md)
    • [5.6 压缩纹理](5. draw_with_texture/5.6 compressed_texture.md)
    • [5.7 图片压缩工具](5. draw_with_texture/5.7 texture_compress_tool.md)
    • [5.8 使用压缩纹理](5. draw_with_texture/5.8 use_compress_texture.md)
    • [5.9 DXT压缩纹理扩展](5. draw_with_texture/5.9 dxt_compressed_texture_extension.md)
  • [6. 索引与缓冲区对象](6. index_and_buffer_objects/6. index_and_buffer_objects.md)
    • [6.1 顶点索引](6. index_and_buffer_objects/6.1 vertex_index.md)
    • [6.2 缓冲区对象](6. index_and_buffer_objects/6.2 buffer_objects.md)
    • [6.3 OpenGL Core Profile](6. index_and_buffer_objects/6.3 opengl_core_profile.md)
    • [6.4 顶点数组对象](6. index_and_buffer_objects/6.4 vertex_array_object.md)
  • [7. 绘制Mesh和材质](7. draw_mesh_and_material/7. draw_mesh_and_material.md)
    • [7.1 导出Mesh文件](7. draw_mesh_and_material/7.1 export_mesh_file.md)
    • [7.2 使用Mesh文件](7. draw_mesh_and_material/7.2 use_mesh_file.md)
    • [7.3 Shader文件创建与使用](7. draw_mesh_and_material/7.3 create_shader_and_use.md)
    • [7.4 创建材质](7. draw_mesh_and_material/7.4 create_material.md)
    • [7.5 使用材质](7. draw_mesh_and_material/7.5 use_material.md)
    • [7.6 MeshRenderer](7. draw_mesh_and_material/7.6 mesh_renderer.md)
  • [8. 绘制静态模型](8. draw_static_models/8. draw_static_models.md)
    • [8.1 Blender安装与配置](8. draw_static_models/8.1 blender_installation_configuration.md)
    • [8.2 Blender制作模型](8. draw_static_models/8.2 blender_making_models.md)
    • [8.3 Blender Python设置开发环境](8. draw_static_models/8.3 blender_python_setting_dev_env.md)
    • [8.4 Blender Python创建物体](8. draw_static_models/8.4 blender_python_create_objects.md)
    • [8.5 Blender Python导出顶点数据](8. draw_static_models/8.5 blender_python_export_vertex.md)
    • [8.6 加载导出的Mesh](8. draw_static_models/8.6 loading_the_exported_mesh.md)
  • [9. 基于组件开发](9. component_based_development/9. component_based_development.md)
    • [9.1 基于RTTR实现反射](9. component_based_development/9.1 cpp_reflection_based_on_rttr.md)
    • [9.2 实现GameObject-Component](9. component_based_development/9.2 implementing_gameobject-component.md)
  • [10. 相机](10. camera/10. camera.md)
    • [10.1 最简单的相机](10. camera/10.1 simple_camera.md)
    • [10.2 多相机渲染](10. camera/10.2 multi-camera_rendering.md)
    • [10.3 相机排序](10. camera/10.3 camera_sorting.md)
    • [10.4 CullingMask](10. camera/10.4 culling_mask.md)
  • [11. 控制系统](11. control_system/11. control_system.md)
    • [11.1 键盘控制](11. control_system/11.1 keyboard_control.md)
    • [11.2 鼠标控制](11. control_system/11.2 mouse_control.md)
  • [12. 拆分引擎和项目](12. split_engine_and_project/12. split_engine_and_project.md)
  • [13. 绘制文字](13. draw_text/13. draw_text.md)
    • [13.1 TrueType简介](13. draw_text/13.1 introduction_to_truetype.md)
    • [13.2 绘制单个字符](13. draw_text/13.2 draw_one_character.md)
    • [13.3 绘制多个文字](13. draw_text/13.3 drawing_multiple_texts.md)
    • [13.4 彩色字](13. draw_text/13.4 draw_color_word.md)
  • [14. GUI](14. gui/14. gui.md)
    • [14.1 正交相机](14. gui/14.1 orthographic_camera.md)
    • [14.2 UIImage](14. gui/14.2 UIImage.md)
    • [14.3 UIMask](14. gui/14.3 UIMask.md)
    • [14.4 UIText](14. gui/14.4 UIText.md)
    • [14.5 UIButton](14. gui/14.5 UIButton.md)
  • [15. 播放音效](15. play_sound_effects/15. play_sound_effects.md)
    • [15.1 播放2D音效](15. play_sound_effects/15.1 playing_2d_sound_effects.md)
    • [15.2 播放3D音效](15. play_sound_effects/15.2 playing_3d_sound_effects.md)
    • [15.3 使用FMOD Studio音频引擎](15. play_sound_effects/15.3 using_the_fmod_studio_audio_engine.md)
  • [16. Profiler](16. profiler/16. profiler.md)
    • [16.1 初识easy_profiler](16. profiler/16.1 introducing_easy_profiler.md)
    • [16.2 集成easy_profiler](16. profiler/16.2 integrating_easy_profiler.md)
  • [17. 嵌入Lua](17. integrate_lua/17. integrate_lua.md)
    • [17.1 Sol2与C++交互](17. integrate_lua/17.1 sol2_interaction_with_cpp.md)
    • [17.2 更加友好的Lua框架设计](17. integrate_lua/17.2 friendly_lua_framework.md)
    • [17.3 引擎集成sol2](17. integrate_lua/17.3 integration_sol2.md)
    • [17.4 调试Lua](17. integrate_lua/17.4 lua_debuger.md)
  • [18. 骨骼动画](18. skeletal_animation/18. skeletal_animation.md)
    • [18.1 Blender制作骨骼动画](18. skeletal_animation/18.1 blender_makes_skeletal_animation.md)
    • [18.2 Blender导出骨骼动画](18. skeletal_animation/18.2 blender_export_skeletal_animation.md)
    • [18.3 解析骨骼动画](18. skeletal_animation/18.3 parsing_skeletal_animation.md)
    • [18.4 矩阵的主序](18. skeletal_animation/18.4 main_order_of_matrices.md)
  • [19. 骨骼蒙皮动画](19. skeletal_skinning_animation/19. skeletal_skinning_animation.md)
    • [19.1 骨骼蒙皮动画实现](19. skeletal_skinning_animation/19.1 implementing_skeletal_skinning_animation.md)
    • [19.2 骨骼权重](19. skeletal_skinning_animation/19.2 bone_weights.md)
    • [19.3 Blender蒙皮刷权重](19. skeletal_skinning_animation/19.3 blender_skinning_brush_weights.md)
    • [19.4 Blender导出蒙皮权重](19. skeletal_skinning_animation/19.4 blender_export_skin_weights.md)
    • [19.5 加载权重文件](19. skeletal_skinning_animation/19.5 loading_the_weights_file.md)
  • [20. 解析FBX文件](20. parse_fbx_file/20. parse_fbx_file.md)
    • [20.1 导出Mesh](20. parse_fbx_file/20.1 export_mesh.md)
    • [20.2 导出骨骼动画](20. parse_fbx_file/20.2 export_skeletal_animation.md)
    • [20.3 导出权重](20. parse_fbx_file/20.3 export_weights.md)
    • [20.4 渲染骨骼蒙皮动画](20. parse_fbx_file/20.4 rendering_skeletal_skinning_animations.md)
  • [21. 多线程渲染](21. multithreaded_rendering/21. multithreaded_rendering.md)
    • [21.1 GLFW多线程渲染](21. multithreaded_rendering/21.1 glfw_multithreaded_rendering.md)
    • [21.2 基于任务队列的多线程渲染](21. multithreaded_rendering/21.2 multithreaded_rendering_based_on_task_queue.md)
    • [21.3 完全异步的多线程模型](21. multithreaded_rendering/21.3 fully_asynchronous_multithreading_model.md)
    • [21.4 引擎支持多线程渲染](21. multithreaded_rendering/21.4 engine_supports_multi-threaded_rendering.md)
  • [22. Physx物理引擎](22. physics_engine_physx/22. physics_engine_physx.md)
    • [22.1 Physx实例-小球掉落](22. physics_engine_physx/22.1 hello_physx.md)
    • [22.2 物理材质](22. physics_engine_physx/22.2 physx_material.md)
    • [22.3 碰撞检测](22. physics_engine_physx/22.3 collision_detection.md)
    • [22.4 连续碰撞检测](22. physics_engine_physx/22.4 continuous_collision_detection.md)
    • [22.5 场景查询](22. physics_engine_physx/22.5 scene_query.md)
    • [22.6 引擎集成Physx](22. physics_engine_physx/22.6 integrating_physx.md)
  • [23. 经典光照](23. classic_lighting/23. classic_lighting.md)
    • [23.1 环境光](23. classic_lighting/23.1 ambient_light.md)
    • [23.2 漫反射光照模型](23. classic_lighting/23.2 diffuse_light.md)
    • [23.3 镜面高光光照模型](23. classic_lighting/23.3 specular_highlight.md)
    • [23.4 高光贴图](23. classic_lighting/23.4 specular_map.md)
    • [23.5 Shader结构体](23. classic_lighting/23.5 shader_struct.md)
    • [23.6 Uniform Buffer Object](23. classic_lighting/23.6 ubo.md)
    • [23.7 方向光](23. classic_lighting/23.7 directional_light.md)
    • [23.8 点光源](23. classic_lighting/23.8 point_light.md)
    • [23.9 多光源](23. classic_lighting/23.9 multi_light.md)
  • [24. 引擎编辑器的实现](24. engine_editor/24. engine_editor.md)
    • [24.1 分析Godot引擎编辑器](24. engine_editor/24.1 analyze_godot.md)
    • [24.2 FBO RenderTexture GameTurbo DLSS](24. engine_editor/24.2 fbo.md)
    • [24.3 ImGui介绍与使用](24. engine_editor/24.3 imgui.md)
    • [24.4 分离引擎核心层和应用层](24. engine_editor/24.4 engine_core_and_app.md)
    • [24.5 使用ImGui实现引擎编辑器](24. engine_editor/24.5 draw_in_imgui.md)
    • [24.6 Hierarchy与Inspector面板](24. engine_editor/24.6 hierarchy_and_inspector.md)
    • [24.7 Geometry Buffer](24. engine_editor/24.7 geometry_buffer.md)
  • [25. Shadow Mapping](25. shadow_mapping/25. shadow_mapping.md)
    • [25.1 深度图](25. shadow_mapping/25.1 depth_map.md)
    • [25.2 简单阴影](25. shadow_mapping/25.2 simple_shadow.md)
  • [88. VSCode扩展开发与定制](88. vscode_extension_dev/88. vscode_extension_dev.md)
    • [88.1 第一个VSCode扩展程序](88. vscode_extension_dev/88.1 first_extension.md)
    • [88.2 从源码编译VSCode](88. vscode_extension_dev/88.2 vscode_opensource.md)
    • [88.3 打包VSCode内置扩展](88. vscode_extension_dev/88.3 built-in_extension.md)
    • [88.4 打包LuaHelper到Code-OSS](88. vscode_extension_dev/88.4 builtin_luahelper.md)
  • [89. Doxygen生成API文档](89. doxygen_generates_api_documentation/89. doxygen_generates_api_documentation.md)
  • [90. GPU分析工具](90. gpu_analysis_tools/90. gpu_analysis_tools.md)
    • [90.1 RenderDoc分析不显示bug](90. gpu_analysis_tools/90.1 renderdoc_analysis_not_show_bugs.md)
  • [98. SubstancePainter插件开发](98. substancepainter_plugin_development/98. substancepainter_plugin_development.md)
    • [98.1 SP插件开发环境](98. substancepainter_plugin_development/98.1 substancepainter_plug-in_development_environment.md)
    • [98.2 开发SP功能性插件](98. substancepainter_plugin_development/98.2 develop_substancepainter_functional_plug-ins.md)
    • [98.3 开发SP渲染插件](98. substancepainter_plugin_development/98.3 develop_substancepainter_renering_plug-ins.md)
  • [99. Toolbag插件开发](99. toolbag_plugin_development/99. toolbag_plugin_development.md)
    • [99.1 插件开发环境](99. toolbag_plugin_development/99.1 plug-in_development_environment.md)
    • [99.2 API介绍](99. toolbag_plugin_development/99.2 toolbag_api_introduction.md)
    • [99.3 命令行调用Toolbag](99. toolbag_plugin_development/99.3 calling_toolbag_from_command_line.md)
    • [99.4 更多实现](99. toolbag_plugin_development/99.4 other_toolbag_samples.md)
    • [99.5 代码参考](99. toolbag_plugin_development/99.5 code_reference.md)
  • [附录1. Wwise音频引擎](appendix 1. wwise_audio_engine/1. wwise_audio_engine.md)
    • [1.1 Wwise名词概念](appendix 1. wwise_audio_engine/1.1 wwise_noun_concept.md)
    • [1.2 Wwise制作音效导出SoundBank](appendix 1. wwise_audio_engine/1.2 wwise_makes_sound_effects_and_export_soundbank.md)
    • [1.3 集成Wwise](appendix 1. wwise_audio_engine/1.3 integrating_wwise.md)
    • [1.4 封装Wwise播放3D音效](appendix 1. wwise_audio_engine/1.4 wwise_play_3d_sound_effects.md)
    • [1.5 Wwise性能分析器介绍](appendix 1. wwise_audio_engine/1.5 introduction_wwise_performance_analyzer.md)
    • [1.6 猎人开发后记](appendix 1. wwise_audio_engine/1.6 postscript_to_hunter.md)

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