Book Image

Vulkan Cookbook

By : Pawel Lapinski
Book Image

Vulkan Cookbook

By: Pawel Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)

Preparing a rotation matrix

When we create a 3D scene and manipulate its objects, we usually need to rotate them in order to properly place and orient them among other objects. Rotating an object is achieved with a rotation matrix. For it, we need to specify a vector, around which rotation will be performed, and an angle--how much rotation we want to apply.

How to do it...

  1. Prepare three variables of type float named x, y, and z. Initialize them with values that define an arbitrary vector, around which rotation should be performed. Make sure the vector is normalized (has a length equal to 1.0f).
  2. Prepare a variable of type float named angle and store an angle of the rotation (in radians) in it.
  3. Create a variable of type float named c. Store a cosine of the angle in...