Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4 (2)
Book Image

3D Graphics Rendering Cookbook

4 (2)
By: Sergey Kosarevsky, Viktor Latypov

Overview of this book

OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Table of Contents (12 chapters)

Using texture data in Vulkan

Before we can write a meaningful 3D rendering application with Vulkan, we need to learn how to deal with textures. This recipe will show you how to implement several functions for creating, destroying, and modifying texture objects on the GPU using the Vulkan API.

Getting ready

Uploading texture data to a GPU requires a staging buffer. Read the previous recipe, Dealing with buffers in Vulkan, before you proceed further.

The complete source code for these functions can be found in the shared/UtilsVulkan.cpp source file.

How to do it...

The first thing we will do is create an image. A Vulkan image is another type of buffer that's designed to store a 1D, 2D, or 3D image, or even an array of these images. Those of you who are familiar with OpenGL are probably wondering about cube maps. Cube maps are special entities in Vulkan that are represented as an array of six 2D images, and they can be constructed by setting the VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT...