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)

Putting it all together into a Vulkan application

In the previous recipes, we discussed various sides of the Vulkan initialization process, without rendering anything on screen. Now, let's render our rubber duck 3D model using the Vulkan API.

Getting ready

The final Vulkan demo application for this chapter is located in Chapter3/VK02_DemoApp.

How to do it...

The main routine is similar to any of the previous OpenGL samples in that it initializes the GLFW library, sets the keyboard callback, initializes any Vulkan-related objects, enters the main loop, and calls the deinitialization routine:

int main()
{
  1. Initialize the glslang compiler, the Volk library, and GLFW:
      glslang_initialize_process();
      volkInitialize();
      if (!glfwInit())
         exit( EXIT_FAILURE );
      if (!glfwVulkanSupported())
         exit( EXIT_FAILURE );
  2. Since GLFW was originally an OpenGL helper library...