Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
3 (1)
Book Image

3D Graphics Rendering Cookbook

3 (1)
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)

Working with Direct State Access (DSA)

Starting with version 4.5, OpenGL Core Profile allows us to modify the state of objects without enforcing the bind-to-edit model that was used in previous versions of OpenGL. Let's take a closer look at the new functions that provide a straightforward, object-oriented interface and do not affect the global state.

Getting ready

The OpenGL examples provided in this book use the DSA programming model, which you were exposed to in Chapter 2, Using Essential Libraries. If you are not familiar with DSA yet, it is recommended that you go through the source code for all the applications covered in Chapter 2, Using Essential Libraries, to get a solid grasp of this approach to small, self-contained examples.

All DSA functions can be separated into the following object families:

  • Texture
  • Framebuffer
  • Buffer
  • Transform feedback
  • Vertex array
  • Sampler
  • Query
  • Program

Let's go through a couple of these...