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基于OpenGL的简易图形引擎设计与实现.docx
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基于OpenGL的简易图形引擎设计与实现.docx
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基于 OpenGL 的简易图形引擎设计与实现
[摘 要] 计算机图形学是近年来计算机科学逐步发展起来的一个分支,图形引擎
是这个分支的重要产物。近几年伴随着图形硬件以及图形接口的更新换代,用于游戏的
实时图形引擎得到了突飞猛进的发展,各种开源引擎与商业引擎层出不穷。本文旨在运
用计算机图形学理论知识、基于 OpenGL 3.3 的标准以及 GLSL 着色语言,使用 C++语言
编写,在 windows 7 操作系统上的 Visual Studio 2010 平台,完成一个拥有模型载入、
贴图载入、UI 界面、地形系统以及人机交互系统的图形引擎,能够用于简单的游戏与场
景漫游类的应用等。
[关键词] 图形学;引擎; OpenGL; GLSL
Design and Implementation of Simple Graphics
Engine Based on OpenGL
Abstract: Computer graphics is a branch of computer science, gradually developed in
recent years. Graphics are important products for computer science. In recent years, along
with the graphics hardware upgrade, the development of graphical interfaces. Real-time
graphics engine for the game has been rapid development. There have been many game
engines。This paper aims to use the computer graphics theory, based on the version of the
standard OpenGL 3.3, GLSL shading language, using the C++ language, Visual Studio 2010
platform in windows 7 operating system, complete this graphics engine, with Model loading,
Texture loading, User Interface, Terrain, as well as Interactive. It can be used for simple
games, scene roaming applications and so on.
Key words:Graphics; engine; OpenGL; GLSL
目 录
1 绪论.........................................................................................................................................1
1.1 图形引擎的国内外发展状况.......................................................................................1
1.2 本论文的意义与结构...................................................................................................2
1.2.1 研究的主要意义.................................................................................................2
1.2.2 论文结构.............................................................................................................2
1.3 本章小结.......................................................................................................................2
2 引擎系统理论基础介绍.........................................................................................................3
2.1 图形学...........................................................................................................................3
2.1.1 图形与图像概念.................................................................................................3
2.1.2 OpenGL 图形接口...............................................................................................3
2.2 开发环境.......................................................................................................................5
2.3 关键技术介绍...............................................................................................................5
2.3.1 坐标系统.............................................................................................................5
2.3.2 图形变换.............................................................................................................5
2.3.3 着色语言.............................................................................................................9
2.3.4 缓冲对象...........................................................................................................10
2.4 本章小结.....................................................................................................................11
3 需求分析...............................................................................................................................11
3.1 可行性分析.................................................................................................................11
3.1.1 实用性分析.......................................................................................................11
3.1.2 技术可行性分析...............................................................................................12
3.1.3 经济可行性分析...............................................................................................12
3.2 性能需求.....................................................................................................................12
3.2.1 硬件需求...........................................................................................................12
3.2.2 速度需求...........................................................................................................12
3.2.3 使用需求...........................................................................................................12
3.3 用户功能需求分析.....................................................................................................13
3.3.1 模型对象的载入...............................................................................................13
3.3.2 材质的设置.......................................................................................................13
3.3.3 着色器设置.......................................................................................................13
3.3.4 界面系统...........................................................................................................13
3.3.5 地形系统...........................................................................................................13
3.4 本章小结.....................................................................................................................13
4 引擎系统设计.......................................................................................................................14
4.1 引擎系统框架图.........................................................................................................14
4.2 功能模块设计.............................................................................................................14
4.3 功能模块描述.............................................................................................................15
4.3.1 核心模块...........................................................................................................15
4.3.2 Shader 模块 .......................................................................................................15
4.3.3 模型对象模块...................................................................................................15
4.3.4 材质模块...........................................................................................................15
4.3.5 界面模块...........................................................................................................15
4.3.6 地形模块...........................................................................................................15
4.4 系统详细设计.............................................................................................................16
4.4.1 系统整体流程...................................................................................................16
4.4.2 功能模块流程...................................................................................................16
4.5 相关属性设计.............................................................................................................20
4.5.1 着色程序模块的着色器属性...........................................................................20
4.5.2 模型对象属性...................................................................................................20
4.5.3 材质对象属性...................................................................................................21
4.6 本章小结.....................................................................................................................21
5 引擎系统编码与实现...........................................................................................................21
5.1 核心模块编码及详细实现过程.................................................................................21
5.1.1 窗口生成...........................................................................................................21
5.1.2 着色器生成.......................................................................................................22
5.1.3 缓冲对象建立...................................................................................................22
5.2 着色程序模块编码及详细实现过程.........................................................................23
5.2.1 着色程序文本读取...........................................................................................23
5.2.2 着色程序参数传递...........................................................................................24
5.3 模型对象模块编码及详细实现过程.........................................................................24
5.3.1 模型读取...........................................................................................................24
5.3.2 模型数据重构...................................................................................................25
5.4 界面模块编码及详细实现过程.................................................................................26
5.4.1 控件底层...........................................................................................................26
5.4.2 利用 FreeType 显示文字 .................................................................................27
5.4.3 控件控制器.......................................................................................................28
5.5 地形模块编码与详细设计.........................................................................................29
5.5.1 地形载入与生成...............................................................................................29
5.5.2 法线生成...........................................................................................................30
5.6 本章小结.....................................................................................................................31
结束语.......................................................................................................................................33
参考文献...................................................................................................................................34
附录...........................................................................................................................................35
致谢...........................................................................................................................................37
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