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 cube map textures in Vulkan

This recipe shows how to implement a feature with Vulkan that was already done using OpenGL in Chapter 3, Getting Started with OpenGL and Vulkan. The VulkanCubeRenderer class implements a simple cube map renderer used to draw a skybox.

Getting ready

Before proceeding with this recipe, it is recommended to revisit the Vulkan texture and texture sampler creation code from Chapter 3, Getting Started with OpenGL and Vulkan.

How to do it...

As in the previous recipes, we derive our VulkanCubeRenderer class from RendererBase. We need a texture sampler and a cube texture. The actual 3D cube geometry is generated using the programmable vertex pulling technique in the vertex shader, as shown in the previous chapters:

class CubeRenderer: public RendererBase {
  CubeRenderer(VulkanRenderDevice& vkDev,    VulkanImage inDepthTexture, const char* textureFile);
  virtual ~CubeRenderer();