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)

Managing Vulkan resources

In the previous chapters, we implemented individual manual management for Vulkan resources in all our rendering classes. This recipe describes the system that manages all Vulkan-related objects and provides utility functions to create entities such as offscreen framebuffers, render passes, pipelines, textures, and storage buffers. All the functions described here will be used in the subsequent recipes.

Getting ready

The largest part of our resource management scene, which includes creating the descriptor set and update routines, is not included in this recipe. See the Unifying descriptor set creation routines recipe for additional implementation details.

How to do it...

The VulkanResources class contains a list of all the Vulkan objects. Its private part, along with a reference to VulkanRenderDevice, contains various std::vector members for storing our whole safari park of Vulkan objects. Let's take a look:

  1. First, we must store all...