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)

Setting up Vulkan's debugging capabilities

Once we have created a Vulkan instance, we can start tracking all possible errors and warnings that may be produced by the validation layer. To do so, we should create a couple of callback functions and register them with the Vulkan instance. In this recipe, we will learn how to set up and use them.

How to do it...

There are two callback functions that catch the debug output from Vulkan: vulkanDebugCallback() and vulkanDebugReportCallback(). Let's get started:

  1. The first function, vulkanDebugCallback() prints all messages coming into the system console:
    static VKAPI_ATTR VkBool32 VKAPI_CALL 
    vulkanDebugCallback(  VkDebugUtilsMessageSeverityFlagBitsEXT Severity,  VkDebugUtilsMessageTypeFlagsEXT Type,  const VkDebugUtilsMessengerCallbackDataEXT*    CallbackData, void* UserData)
    {
      printf("Validation layer: %s\n",    CallbackData-...