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辽宁科技大学毕业设计(论文)第I页3D引擎设计摘要本文应用面向对象设计方法,开发一个实时渲染的图形引擎框架结构。在结构中主要使用OpenGL函数接口,此结构也适用于Direct3D。使用设计模,对框架进行抽象,分成以下子系统:数学系统,核心系统,平台支持系统。对于数学系统主要提供在渲染过程中需要用到的数学,和线性代数。例如:向量,矩阵等。核心系统是整个结构的核心,消息处理,当前帧的渲染都在核心系统中,它负责调节,调用和维护其他的子系统。平台支持,主要考虑到可能的夸平台原因而抽象出来的一层,为将来使用。从比较低的级别上来看,图形引擎负责描绘对观察者可见的物体。典型的就是使用图形API,例如:OpenGL、Direct3D来进行渲染,描画相应的物体。从比较高的级别上来看,引擎主要是封装了一些固定的算法,对场景的组织和对底层的隔离,让使用此框架进行应用开的开发人员不必考虑底层的细节问题。本系统在Windows平台上使用VC++进行开发。关键词3D引擎结构;场景组织;四叉树;动态细节度控制辽宁科技大学毕业设计(论文)第II页AbstractThispaperusesobject-orientedmethodtodesigna3Dgraphicenginearchitectureforrealtimerendering.InthisframeworkmajoruseOpenGLAPI.ButtheidealapplyequallyaswellasDirect3D.Usedesignpatterntoabstractthestructureanddivideintosuchsubsystems:Mathematicsubsystem,Coresubsystem、Platformsupplysubsystem.FortheMathematicsubsystem.themajorresponsibilityistoprovidetherequireofmathematicandlinearalgebra.Suchasvector;matrixetc.Coresubsystemisthecoreofthewholeframework,messageprocess,rendercurrentframeareallinthissubsystem.Ittakeresponsibilityforadjustment,schedulingandmaintainothersubsystems.Platformsupplysubsystemisinconsideringofboastplatformforthefuture.Atlow-level,agraphicsenginehastheresponsibilitytodrawtheobjectsthatarevisibletoanobserver.TypicallyusesagraphicsAPIsuchasOpenGLorDirect3Dtoimplementarendererwhosejobitistocorrectlydrawtheobjects.Athigh-level,agraphicsengineencapsulationssomealgorithm,organizescene,separatethedetailfromlowlevel,Letapplicationprogrammerswhousethisenginewithoutregardforthelowleveldetail.ExamplewithrenderAPItouse,developonwhichplatform,howtoorganizesceneandsomeimplicitalgorithm.ThissystemintheWindowsplatformusingVC++fordevelopment.Keywords3Dengine;architecture;sceneorganize;quaternarytree;dynamicdetailcontrol辽宁科技大学毕业设计(论文)第III页目录摘要........................................................................................................................................IAbstract.................................................................................................................................II第1章绪论.........................................................................................................................11.1选题背景及目的.......................................................................................................11.2课题研究的内容......................................................................................................1第2章概要设计.................................................................................................................32.1系统整体结构描述...................................................................................................32.2各个子模块描述......................................................................................................32.2.1数学子系统.......................................................................................................42.2.2平台支持...........................................................................................................52.2.3引擎核心...........................................................................................................5第3章类之间的继承和调用关系.....................................................................................73.1主要类之间的继承关系..........................................................................................73.2主要调用关系描述..................................................................................................7第4章详细设计.................................................................................................................94.1数学子系统...............................................................................................................94.1.1向量...................................................................................................................94.1.2矩阵.................................................................................................................104.1.3四元数.............................................................................................................114.2引擎核心................................................................................................................124.2.1场景的组织.....................................................................................................124.2.2不可见剔除.....................................................................................................214.2.3主渲染循环......................................................................................................224.2.4主更新循环......................................................................................................244.3平台依赖................................................................................................................264.3.1窗口的创建.....................................................................................................26辽宁科技大学毕业设计(论文)第IV页4.3.2消息处理器.....................................................................................................274.3.3消息映射机制的实现......................................................................
本文标题:3D引擎设计
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